Add support for objects with tiles

This commit is contained in:
2023-11-11 09:21:59 +01:00
parent b46663bf88
commit 3c8254c6f6
10 changed files with 101 additions and 25 deletions

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assets/entities.png Normal file

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14
assets/entities.tsj Normal file
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@@ -0,0 +1,14 @@
{ "columns":64,
"image":"entities.png",
"imageheight":1024,
"imagewidth":1024,
"margin":0,
"name":"entities",
"spacing":0,
"tilecount":4096,
"tiledversion":"1.10.2",
"tileheight":16,
"tilewidth":16,
"type":"tileset",
"version":"1.10"
}

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@@ -374,7 +374,19 @@
"draworder":"topdown",
"id":31,
"name":"Entities",
"objects":[],
"objects":[
{
"gid":1322,
"height":10,
"id":19728,
"name":"",
"rotation":0,
"type":"",
"visible":true,
"width":10,
"x":1095.25,
"y":405.75
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
@@ -405,7 +417,7 @@
"y":0
}],
"nextlayerid":33,
"nextobjectid":19728,
"nextobjectid":19729,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.10.2",
@@ -418,6 +430,10 @@
{
"firstgid":298,
"source":"..\/..\/tiled\/buildings.tsx"
},
{
"firstgid":1322,
"source":"..\/..\/tiled\/entities.tsx"
}],
"tilewidth":16,
"type":"map",

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@@ -88,6 +88,11 @@ static void handleTileObjectLayer(BzTileObjectGroup *layer, cute_tiled_layer_t *
object = cuteLayer->objects;
for (i32 i = 0; i < layer->objectCount; i++) {
layer->objects[i].id = hashFunc(object->name.ptr);
layer->objects[i].gid = object->gid;
if (layer->minGID > object->gid) layer->minGID = object->gid;
else if (layer->maxGID < object->gid) layer->maxGID = object->gid;
layer->objects[i].shape = bzCuteObjectToTileShape(object);
object = object->next;
}
@@ -142,7 +147,7 @@ static void createColliders(BzTileMap *map) {
BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
BzTileMap map = {};
// Auto detect tileset count.
for (i32 i = 0; i < BZ_MAX_MAP_TILESETS; i++) {
for (i32 i = 0; i < BZ_MAP_MAX_TILESETS; i++) {
if (!desc->tilesets[i].isValid)
break;
map.tilesetCount++;
@@ -162,12 +167,12 @@ BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
cute_tiled_layer_t *cuteLayer = cuteMap->layers;
while (cuteLayer) {
BZ_ASSERT(map.layerCount < BZ_MAX_MAP_LAYERS);
BZ_ASSERT(map.objectGroupCount < BZ_MAX_MAP_LAYERS);
BZ_ASSERT(map.layerCount < BZ_MAP_MAX_LAYERS);
BZ_ASSERT(map.objectGroupCount < BZ_MAP_MAX_LAYERS);
// Find slot
i32 slot = -1;
for (i32 i = 0; i < BZ_MAX_MAP_LAYERS; i++) {
for (i32 i = 0; i < BZ_MAP_MAX_LAYERS; i++) {
const BzTileLayerDesc *layerDesc = desc->layers + i;
const BzTileObjectsDesc *objectsDesc = desc->objectGroups + i;
if (layerDesc->name && strcmp(layerDesc->name, cuteLayer->name.ptr) == 0 ||
@@ -216,17 +221,29 @@ BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
}
// Assign tilesets to layers
for (i32 i = 0; i < map.layerCount; i++) {
for (i32 i = 0; i < BZ_MAP_MAX_LAYERS; i++) {
BzTileLayer *layer = map.layers + i;
layer->tilesetIdx = -1;
BzTileObjectGroup *objects = map.objectGroups + i;
objects->tilesetIdx = -1;
bool hasLayer = i < map.layerCount;
bool hasObjects = i < map.objectGroupCount;
for (i32 j = map.tilesetCount - 1; j >= 0; j--) {
BzTileset *tileset = map.tilesets + j;
if (tileset->startID >= layer->minData &&
if (hasLayer && tileset->startID >= layer->minData &&
tileset->startID <= layer->maxData) {
layer->tilesetIdx = j;
break;
hasLayer = false;
}
if (hasObjects && tileset->startID >= objects->minGID &&
tileset->startID <= objects->maxGID) {
objects->tilesetIdx = j;
hasObjects = false;
}
if (!hasLayer && !hasObjects) break;
}
}
cute_tiled_free_map(cuteMap);
@@ -316,10 +333,11 @@ static void drawLayer(BzTileLayer *layer, BzTileset *tileset) {
}
static void drawObjectLayer(BzTileObjectGroup *objectLayer) {
static void drawObjectLayer(BzTileObjectGroup *objectLayer, BzTileset *tileset) {
Color color = ORANGE;
for (int i = 0; i < objectLayer->objectCount; i++) {
BzTileShape shape = objectLayer->objects[i].shape;
BzTileObject object = objectLayer->objects[i];
BzTileShape shape = object.shape;
switch (shape.type) {
case BZ_TILE_SHAPE_NONE:
break;
@@ -327,7 +345,13 @@ static void drawObjectLayer(BzTileObjectGroup *objectLayer) {
DrawCircle(shape.x, shape.y, 2.0f, color);
break;
case BZ_TILE_SHAPE_RECT:
DrawRectangle(shape.x, shape.y, shape.sizeX, shape.sizeY, color);
if (object.gid) {
Rectangle rec = bzTilesetGetTileRegion(tileset, object.gid);
Rectangle dest = {shape.x, shape.y, shape.sizeX, shape.sizeY};
DrawTexturePro(tileset->tiles, rec, dest, (Vector2) {0.0f, 0.0f}, 0.0f, WHITE);
} else {
DrawRectangle(shape.x, shape.y, shape.sizeX, shape.sizeY, color);
}
break;
case BZ_TILE_SHAPE_ELLIPSE:
DrawEllipse(shape.x, shape.y, shape.sizeX, shape.sizeY, color);
@@ -358,8 +382,12 @@ void bzTileMapDraw(BzTileMap *map) {
for (i32 i = 0; i < map->objectGroupCount; i++) {
BzTileObjectGroup *objectLayer = map->objectGroups + i;
BzTileset *tileset = NULL;
if (objectLayer->tilesetIdx != -1) {
tileset = map->tilesets + objectLayer->tilesetIdx;
}
if (!objectLayer->objects) continue;
drawObjectLayer(objectLayer);
drawObjectLayer(objectLayer, tileset);
}
}

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@@ -4,8 +4,8 @@
#include "tileset.h"
#include "../utils/string.h"
#define BZ_MAX_MAP_LAYERS 8
#define BZ_MAX_MAP_TILESETS 8
#define BZ_MAP_MAX_LAYERS 8
#define BZ_MAP_MAX_TILESETS 8
#define BZ_MAP_COLLIDER_DEPTH 2
typedef struct BzTileLayer BzTileLayer;
@@ -30,10 +30,10 @@ typedef struct BzTileObjectsDesc {
typedef struct BzTileMapDesc {
const char *path;
BzTileset tilesets[BZ_MAX_MAP_TILESETS];
BzTileset tilesets[BZ_MAP_MAX_TILESETS];
BzTileLayerDesc layers[BZ_MAX_MAP_LAYERS];
BzTileObjectsDesc objectGroups[BZ_MAX_MAP_LAYERS];
BzTileLayerDesc layers[BZ_MAP_MAX_LAYERS];
BzTileObjectsDesc objectGroups[BZ_MAP_MAX_LAYERS];
} BzTileMapDesc;
typedef struct BzTileLayer {
@@ -59,12 +59,16 @@ typedef struct BzTileLayer {
typedef struct BzTileObject {
u32 id;
BzTile gid;
BzTileShape shape;
} BzTileObject;
typedef struct BzTileObjectGroup {
BzTileObject *objects;
i32 objectCount;
BzTile minGID;
BzTile maxGID;
i32 tilesetIdx;
BzTileObjectsDesc desc;
bool hasOwnership;
@@ -86,13 +90,13 @@ typedef struct BzTileMap {
BzTileCollider *colliderMap;
i32 collidersCount;
BzTileLayer layers[BZ_MAX_MAP_LAYERS];
BzTileLayer layers[BZ_MAP_MAX_LAYERS];
i32 layerCount;
BzTileObjectGroup objectGroups[BZ_MAX_MAP_LAYERS];
BzTileObjectGroup objectGroups[BZ_MAP_MAX_LAYERS];
i32 objectGroupCount;
BzTileset tilesets[BZ_MAX_MAP_TILESETS];
BzTileset tilesets[BZ_MAP_MAX_TILESETS];
i32 tilesetCount;
bool isValid;

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@@ -27,6 +27,7 @@ typedef struct Game {
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
BzTileset entitiesTileset;
BzTileMap map;
} Game;
@@ -204,11 +205,16 @@ bool init(Game *game) {
.path="assets/buildings.tsj",
.texturePath="assets/buildings.png"
});
game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/entities.tsj",
.texturePath="assets/entities.png"
});
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
@@ -224,15 +230,16 @@ bool init(Game *game) {
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, prepareBuildings);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, handleGameObjects);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
//bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
return true;
}
void deinit(Game *game) {
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->entitiesTileset);
rlImGuiShutdown();
}

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tiled/entities.tsx Normal file
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@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.2" name="entities" tilewidth="16" tileheight="16" tilecount="4096" columns="64">
<image source="../assets/entities.png" width="1024" height="1024"/>
</tileset>

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@@ -1,10 +1,11 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="80" height="50" tilewidth="16" tileheight="16" infinite="0" nextlayerid="33" nextobjectid="19728">
<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="80" height="50" tilewidth="16" tileheight="16" infinite="0" nextlayerid="33" nextobjectid="19729">
<editorsettings>
<export target="../assets/maps/test.tmj" format="json"/>
</editorsettings>
<tileset firstgid="1" source="terrain.tsx"/>
<tileset firstgid="298" source="buildings.tsx"/>
<tileset firstgid="1322" source="entities.tsx"/>
<layer id="1" name="Terrain" width="80" height="50">
<data encoding="csv">
1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,
@@ -329,7 +330,9 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<objectgroup id="31" name="Entities"/>
<objectgroup id="31" name="Entities">
<object id="19728" gid="1322" x="1095.25" y="405.75" width="10" height="10"/>
</objectgroup>
<objectgroup id="28" name="Game">
<object id="19726" name="camera" x="1048" y="476">
<point/>