Add trees as entities

This commit is contained in:
2023-11-17 16:32:41 +01:00
parent 021df6d77a
commit 16d98a4691
7 changed files with 85 additions and 7 deletions

View File

@@ -27,6 +27,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
game->entity = e;
ecs_add(ECS, e, TextureEntities);
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
@@ -70,7 +71,6 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
TileSize size = {};
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
bzLogInfo("Got size: %2d %2d", size.sizeX, size.sizeY);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
@@ -85,3 +85,32 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
return true;
}
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTile(tileset, tile);
if (tile != 185) continue; // Not a tree
f32 sizeX = tileset->tileWidth;
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX + sizeX * 0.5f;
f32 posY = layer->offsetY + y * sizeY + sizeY * 0.5f;
ecs_entity_t e = ecs_new_id(ECS);
ecs_add(ECS, e, TextureTerrain);
ecs_set(ECS, e, Position, {posX, posY});
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set(ECS, e, Rotation, {0});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, layerTile)});
ecs_set(ECS, e, Resource, {RES_WOOD, 20});
}
}
return true;
}