Move world files to engine

This commit is contained in:
2023-11-08 06:07:22 +01:00
parent 03b824b756
commit 120cb7503b
13 changed files with 82 additions and 82 deletions

View File

@@ -1,11 +1,11 @@
#include <stdio.h>
#include <raylib.h>
#include <cute_tiled.h>
#include <flecs.h>
#include <cute_tiled.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
#include "world/tileset.h"
static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vector2 pos) {
Rectangle rec = {(tid % tileSetWidth) * size, (tid / tileSetWidth) * size, size, size};
@@ -13,14 +13,14 @@ static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vec
DrawTextureRec(texture, rec, pos, WHITE);
}
static void drawLayer(cute_tiled_layer_t *layer, Tileset *tileset) {
static void drawLayer(cute_tiled_layer_t *layer, BzTileset *tileset) {
Vector2 pos = {layer->offsetx, layer->offsety};
for (int y = 0; y < layer->height; y++) {
for (int x = 0; x < layer->width; x++) {
int tile = layer->data[y * layer->width + x];
if (tile - tileset->startID != -1) {
Rectangle rec = tilesetGetTileRegion(tileset, tile);
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, pos, WHITE);
}
pos.x += tileset->tileWidth;
@@ -33,8 +33,8 @@ static void drawLayer(cute_tiled_layer_t *layer, Tileset *tileset) {
typedef struct Game {
cute_tiled_map_t *map;
Camera2D camera;
Tileset terrainTileset;
Tileset buildingsTileset;
BzTileset terrainTileset;
BzTileset buildingsTileset;
cute_tiled_layer_t *terrain;
cute_tiled_layer_t *trees;
cute_tiled_layer_t *trees2;
@@ -49,13 +49,13 @@ bool init(Game *game) {
cute_tiled_tileset_t *buildingsSource = cute_tiled_load_external_tileset("assets/buildings.tsj", NULL);
game->terrainTileset = tilesetCreate( &(TilesetDesc) {
.source=terrainSource,
.assetDir="assets"
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj",
.texturePath="assets/terrain.png"
});
game->buildingsTileset = tilesetCreate(&(TilesetDesc) {
.source=buildingsSource,
.assetDir="assets"
game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/buildings.tsj",
.texturePath="assets/buildings.png"
});
@@ -106,8 +106,8 @@ bool init(Game *game) {
return true;
}
void deinit(Game *game) {
tilesetDestroy(&game->terrainTileset);
tilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
cute_tiled_free_map(game->map);
}
void render(float dt, Game *game) {