Add BzTileID which refers to the tileset
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@@ -334,9 +334,10 @@ static void drawLayer(BzTileLayer *layer, BzTileset *tileset) {
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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 = bzTileLayerGetTile(layer, x, y);
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if (tile - tileset->startID != -1) {
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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BzTile tile = bzTileLayerGetTile(layer, x, y);
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BzTileID tileID = bzTilesetGetTileID(tileset, tile);
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if (tileID != -1) {
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Rectangle rec = bzTilesetGetTileRegion(tileset, tileID);
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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drawPos.x += (float) tileset->tileWidth;
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@@ -382,7 +383,7 @@ BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID) {
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BZ_ASSERT(slotID >= 0 && slotID < map->objectGroupCount);
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return &map->objectGroups[slotID];
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}
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static f32 abs(f32 x) {
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static f32 absf32(f32 x) {
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return x > 0 ? x : -x;
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}
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@@ -399,7 +400,7 @@ f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vecto
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// sqrtf(1 + (dir.y / dir.x) * (dir.y / dir.x)),
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// sqrtf(1 + (dir.x / dir.y) * (dir.x / dir.y))
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//};
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Vector2 stepSize = {abs(1.0f / dir.x), abs(1.0f / dir.y)};
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Vector2 stepSize = {absf32(1.0f / dir.x), absf32(1.0f / dir.y)};
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i32 cellX = (i32) from.x;
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i32 cellY = (i32) from.y;
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@@ -78,7 +78,7 @@ BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
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return tileset;
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}
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BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile) {
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BzTile bzTilesetGetTileID(BzTileset *tileset, BzTile tile) {
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if (tile == 0)
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return -1;
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tile = tile - tileset->startID;
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@@ -86,7 +86,6 @@ BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile) {
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return tile;
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}
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Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID) {
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tileID = tileID - tileset->startID;
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if (tileID < 0 || tileID >= tileset->tileCount) {
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return (Rectangle){};
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}
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@@ -96,8 +95,6 @@ Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID) {
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tileset->tileWidth, tileset->tileHeight};
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}
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BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTile tileID) {
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tileID = tileID - tileset->startID;
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if (tileID < 0 || tileID >= tileset->tileCount) {
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return (BzTileShape) {.type = BZ_TILE_SHAPE_NONE};
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}
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@@ -6,6 +6,7 @@
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#include <raylib.h>
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typedef i32 BzTile;
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typedef i32 BzTileID;
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typedef struct BzTilesetDesc {
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const char *path;
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@@ -46,9 +47,9 @@ extern BzTileset BZ_TILESET_INVALID;
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BzTileset bzTilesetCreate(const BzTilesetDesc *desc);
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BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile);
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Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID);
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BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTile tileID);
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BzTileID bzTilesetGetTileID(BzTileset *tileset, BzTile tile);
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Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTileID tileID);
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BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTileID tileID);
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void bzTilesetDestroy(BzTileset *tileset);
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@@ -29,7 +29,7 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = bzTilesetGetTileID(tileset, tile);
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tile = getTileBuilding(tile);
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//if (tile == BUILDINGS_ROAD)
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// return false;
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@@ -58,7 +58,7 @@ void terrainRender(BzTileMap *map, BzTileLayer *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 = bzTileLayerGetTile(layer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile != -1) {
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if (terrainHasAnimation(tile)) {
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f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration / 1000.0f;
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@@ -66,7 +66,6 @@ void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
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tile = terrainGetAnimationFrame(tile, frameIdx).frame;
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}
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tile += tileset->startID;
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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@@ -63,7 +63,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile ownerTile = data[y * layer->width + x];
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
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BzTile buildingTile = bzTilesetGetTileID(buildingTileset, buildingRawTile);
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buildingTile = getTileBuilding(buildingTile);
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if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
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// We have a building
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@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
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ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
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ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
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ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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ecs_add_id(ECS, e, Selectable);
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@@ -100,7 +100,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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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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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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f32 sizeX = tileset->tileWidth;
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@@ -115,7 +115,8 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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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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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
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ecs_set(ECS, e, Resource, {RES_WOOD, 20});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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