Add path debug drawing, resources fields
This commit is contained in:
@@ -11,6 +11,7 @@ add_subdirectory(engine/)
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add_executable(PixelDefense
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add_executable(PixelDefense
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game/systems/entity_systems.c
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game/systems/entity_systems.c
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game/systems/systems.h
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game/systems/systems.h
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game/systems/ui_systems.c
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game/utils/building_types.h
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game/utils/building_types.h
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game/utils/pathfinding.c
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game/utils/pathfinding.c
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@@ -10,13 +10,25 @@ typedef struct Game {
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BzTileset buildingsTileset;
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BzTileset buildingsTileset;
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BzTileset entitiesTileset;
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BzTileset entitiesTileset;
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BzTileMap map;
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BzTileMap map;
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int selectedBuilding;
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ecs_entity_t *entityMap;
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ecs_entity_t *entityMap;
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f32 frameDuration;
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f32 frameDuration;
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Vector2 targetPos;
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Vector2 targetPos;
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ecs_entity_t entity;
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ecs_entity_t entity;
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Path path;
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Path path;
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Position waypoints[128];
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Position waypoints[128];
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struct {
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int building;
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Vector2 mouseDown;
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f32 mouseDownElapsed;
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} input;
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struct {
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i64 wood;
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i64 iron;
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i64 food;
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i64 gold;
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i64 pop;
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} resources;
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f32 elapsed;
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} Game;
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} Game;
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extern Game *GAME;
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extern Game *GAME;
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47
game/main.c
47
game/main.c
@@ -40,6 +40,7 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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}
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}
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bool init(Game *game) {
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bool init(Game *game) {
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SetExitKey(-1);
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initComponentIDs(ECS);
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initComponentIDs(ECS);
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int screenWidth = 1280;
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int screenWidth = 1280;
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@@ -87,9 +88,11 @@ bool init(Game *game) {
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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ECS_SYSTEM(ECS, uiTask, EcsOnUpdate, 0);
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ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
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ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
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ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
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ECS_SYSTEM(ECS, drawDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
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ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
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ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
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ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
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ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
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return true;
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return true;
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@@ -122,17 +125,21 @@ void update(float dt, Game *game) {
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_Q)) game->camera.rotation--;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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if (IsKeyDown(KEY_E)) game->camera.rotation++;
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game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
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game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
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BzTileMap *map = &game->map;
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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int tileX = (int) worldPos.x / 16;
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int tileX = (int) worldPos.x / map->tileWidth;
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int tileY = (int) worldPos.y / 16;
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int tileY = (int) worldPos.y / map->tileHeight;
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if (game->selectedBuilding) {
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if (IsKeyPressed(KEY_ESCAPE) || IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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game->input.building = 0;
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if (game->input.building) {
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BzTile sizeX = 0, sizeY = 0;
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BzTile sizeX = 0, sizeY = 0;
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getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
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getBuildingSize(game->input.building, &sizeX, &sizeY);
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bool canPlace = canPlaceBuilding(&game->map, game->selectedBuilding, tileX, tileY);
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bool canPlace = canPlaceBuilding(&game->map, game->input.building, tileX, tileY);
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/*
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/*
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Color placeColor = canPlace ?
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Color placeColor = canPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {0, 255, 0, 200} :
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@@ -142,9 +149,20 @@ void update(float dt, Game *game) {
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*/
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*/
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if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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placeBuilding(&game->map, game->selectedBuilding, tileX, tileY);
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placeBuilding(&game->map, game->input.building, tileX, tileY);
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}
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}
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return;
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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game->input.mouseDown = GetMousePosition();
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game->input.mouseDownElapsed = 0;
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bzLogInfo("Pressed");
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} else if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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game->input.mouseDownElapsed += dt;
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bzLogInfo("Down: %.2f", game->input.mouseDownElapsed);
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} else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
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bzLogInfo("Released");
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}
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}
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}
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}
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@@ -173,10 +191,6 @@ void render(float dt, Game *game) {
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.heap=heap,
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.heap=heap,
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.outPath=&game->path
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.outPath=&game->path
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});
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});
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for (i32 i = 0; i < game->path.numWaypoints; i++) {
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Position pos = game->path.waypoints[i];
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DrawCircle(pos.x, pos.y, 3.0f, RED);
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}
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if (game->path.numWaypoints > 0 && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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if (game->path.numWaypoints > 0 && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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ecs_entity_t e = game->entity;
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ecs_entity_t e = game->entity;
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bzLogInfo("%d", ecs_is_alive(ECS, e));
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bzLogInfo("%d", ecs_is_alive(ECS, e));
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@@ -193,10 +207,17 @@ void render(float dt, Game *game) {
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void imguiRender(float dt, Game *game) {
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void imguiRender(float dt, Game *game) {
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igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
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igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
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igBegin("Debug Menu", NULL, 0);
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igBegin("Debug Menu", NULL, 0);
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if (igCollapsingHeader_TreeNodeFlags("Resources", 0)) {
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igText("Wood: %lld", game->resources.wood);
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igText("Iron: %lld", game->resources.iron);
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igText("Food: %lld", game->resources.food);
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igText("Gold: %lld", game->resources.gold);
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igText("Population: %lld", game->resources.pop);
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}
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if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
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if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
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for (int i = 0; i < BUILDINGS_COUNT; i++) {
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for (int i = 0; i < BUILDINGS_COUNT; i++) {
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if (igSelectable_Bool(getBuildingStr(i), game->selectedBuilding == i, 0, (ImVec2){0,0}))
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if (igSelectable_Bool(getBuildingStr(i), game->input.building == i, 0, (ImVec2){0, 0}))
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game->selectedBuilding = i;
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game->input.building = i;
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}
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}
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}
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}
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@@ -93,3 +93,20 @@ void startPath(ecs_iter_t *it) {
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path[i].curWaypoint++;
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path[i].curWaypoint++;
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}
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}
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}
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}
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void drawDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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for (i32 iPath = 0; iPath < path[i].numWaypoints; iPath++) {
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Color color = RED;
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if (iPath < path[i].curWaypoint - 1)
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color = GREEN;
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else if (iPath == path[i].curWaypoint - 1)
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color = ORANGE;
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color.a = 180;
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Position pos = path[i].waypoints[iPath];
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DrawCircle(pos.x, pos.y, 3, color);
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}
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}
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}
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@@ -10,5 +10,8 @@ void updateAnimations(ecs_iter_t *it);
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void updatePos(ecs_iter_t *it);
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void updatePos(ecs_iter_t *it);
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void targetFinish(ecs_iter_t *it);
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void targetFinish(ecs_iter_t *it);
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void startPath(ecs_iter_t *it);
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void startPath(ecs_iter_t *it);
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void drawDebugPath(ecs_iter_t *it);
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void uiTask(ecs_iter_t *it);
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#endif //PIXELDEFENSE_SYSTEMS_H
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#endif //PIXELDEFENSE_SYSTEMS_H
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14
game/systems/ui_systems.c
Normal file
14
game/systems/ui_systems.c
Normal file
@@ -0,0 +1,14 @@
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#include "systems.h"
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#include "../game_state.h"
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void uiTask(ecs_iter_t *it) {
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Vector2 mousePos = GetMousePosition();
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Vector2 worldPos = GetScreenToWorld2D(mousePos, GAME->camera);
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BzTileMap *map = &GAME->map;
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i32 tileX = (i32) worldPos.x / map->tileWidth;
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i32 tileY = (i32) worldPos.y / map->tileHeight;
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}
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