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