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