Add unit recruiting

This commit is contained in:
2024-02-05 10:11:54 +01:00
parent ba293b15d9
commit 18dd3e2226
8 changed files with 122 additions and 22 deletions

View File

@@ -6,6 +6,7 @@
#include "../ui_widgets.h"
#include "../buildings.h"
#include "../utils.h"
#include "../entity_factory.h"
void drawGameUI(Game *game, f32 dt) {
// UI
@@ -173,8 +174,49 @@ void drawGameUI(Game *game, f32 dt) {
}
case INPUT_SELECTED_OBJECT:
break;
case INPUT_SELECTED_BUILDING:
case INPUT_SELECTED_BUILDING: {
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
ecs_entity_t buildingEntity = 0;
while (ecs_query_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
buildingEntity = it.entities[i];
}
}
if (!buildingEntity || !ecs_has(ECS, buildingEntity, Building))
break;
Building building = *ecs_get(ECS, buildingEntity, Building);
Vector2 placePos = {
(building.pos.x + building.size.x * 0.5f) * 16.0f,
(building.pos.y + building.size.y + 0.5f) * 16.0f
};
//placePos = GetWorldToScreen2D(placePos, game->camera);
PlayerResources playerRes = game->playerResources[game->player];
switch (building.type) {
case BUILDING_KEEP: {
Rectangle rec = getTextureRect(getEntityTile(ENTITY_WORKER));
bool selected = false;
uiGameBuild("Worker", rec, tex, canAffordEntity(ENTITY_WORKER, playerRes), &selected);
if (selected)
entityHire(ENTITY_WORKER, placePos, game->player, game);
break;
}
case BUILDING_BARRACKS: {
Rectangle soldierRec = getTextureRect(getEntityTile(ENTITY_SOLDIER));
Rectangle warriorRec = getTextureRect(getEntityTile(ENTITY_WARRIOR));
bool selected = false;
uiGameBuild("Soldier", soldierRec, tex, canAffordEntity(ENTITY_SOLDIER, playerRes), &selected);
if (selected)
entityHire(ENTITY_SOLDIER, placePos, game->player, game);
selected = false;
uiGameBuild("Warrior", warriorRec, tex, canAffordEntity(ENTITY_WARRIOR, playerRes), &selected);
if (selected)
entityHire(ENTITY_WARRIOR, placePos, game->player, game);
}
default:;
}
break;
}
default:;
}
bzUIEnd(UI);