Add BzTileID which refers to the tileset

This commit is contained in:
2023-12-13 16:31:28 +01:00
parent 582074256c
commit 3cfdce9d96
6 changed files with 18 additions and 19 deletions

View File

@@ -334,9 +334,10 @@ static void drawLayer(BzTileLayer *layer, BzTileset *tileset) {
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
if (tile - tileset->startID != -1) {
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
BzTile tile = bzTileLayerGetTile(layer, x, y);
BzTileID tileID = bzTilesetGetTileID(tileset, tile);
if (tileID != -1) {
Rectangle rec = bzTilesetGetTileRegion(tileset, tileID);
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}
drawPos.x += (float) tileset->tileWidth;
@@ -382,7 +383,7 @@ BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID) {
BZ_ASSERT(slotID >= 0 && slotID < map->objectGroupCount);
return &map->objectGroups[slotID];
}
static f32 abs(f32 x) {
static f32 absf32(f32 x) {
return x > 0 ? x : -x;
}
@@ -399,7 +400,7 @@ f32 bzTileMapRayCast(BzTileMap *map, Vector2 from, Vector2 to, f32 maxDst, Vecto
// sqrtf(1 + (dir.y / dir.x) * (dir.y / dir.x)),
// sqrtf(1 + (dir.x / dir.y) * (dir.x / dir.y))
//};
Vector2 stepSize = {abs(1.0f / dir.x), abs(1.0f / dir.y)};
Vector2 stepSize = {absf32(1.0f / dir.x), absf32(1.0f / dir.y)};
i32 cellX = (i32) from.x;
i32 cellY = (i32) from.y;

View File

@@ -78,7 +78,7 @@ BzTileset bzTilesetCreate(const BzTilesetDesc *desc) {
return tileset;
}
BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile) {
BzTile bzTilesetGetTileID(BzTileset *tileset, BzTile tile) {
if (tile == 0)
return -1;
tile = tile - tileset->startID;
@@ -86,7 +86,6 @@ BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile) {
return tile;
}
Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID) {
tileID = tileID - tileset->startID;
if (tileID < 0 || tileID >= tileset->tileCount) {
return (Rectangle){};
}
@@ -96,8 +95,6 @@ Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID) {
tileset->tileWidth, tileset->tileHeight};
}
BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTile tileID) {
tileID = tileID - tileset->startID;
if (tileID < 0 || tileID >= tileset->tileCount) {
return (BzTileShape) {.type = BZ_TILE_SHAPE_NONE};
}

View File

@@ -6,6 +6,7 @@
#include <raylib.h>
typedef i32 BzTile;
typedef i32 BzTileID;
typedef struct BzTilesetDesc {
const char *path;
@@ -46,9 +47,9 @@ extern BzTileset BZ_TILESET_INVALID;
BzTileset bzTilesetCreate(const BzTilesetDesc *desc);
BzTile bzTilesetGetTile(BzTileset *tileset, BzTile tile);
Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTile tileID);
BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTile tileID);
BzTileID bzTilesetGetTileID(BzTileset *tileset, BzTile tile);
Rectangle bzTilesetGetTileRegion(BzTileset *tileset, BzTileID tileID);
BzTileShape bzTilesetGetTileCollider(BzTileset *tileset, BzTileID tileID);
void bzTilesetDestroy(BzTileset *tileset);

View File

@@ -29,7 +29,7 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = bzTilesetGetTileID(tileset, tile);
tile = getTileBuilding(tile);
//if (tile == BUILDINGS_ROAD)
// return false;

View File

@@ -58,7 +58,7 @@ void terrainRender(BzTileMap *map, BzTileLayer *layer) {
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = bzTilesetGetTileID(tileset, tile);
if (tile != -1) {
if (terrainHasAnimation(tile)) {
f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration / 1000.0f;
@@ -66,7 +66,6 @@ void terrainRender(BzTileMap *map, BzTileLayer *layer) {
i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
tile = terrainGetAnimationFrame(tile, frameIdx).frame;
}
tile += tileset->startID;
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}

View File

@@ -63,7 +63,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
for (i32 x = 0; x < layer->width; x++) {
BzTile ownerTile = data[y * layer->width + x];
BzTile buildingRawTile = buildingData[y * layer->width + x];
BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
BzTile buildingTile = bzTilesetGetTileID(buildingTileset, buildingRawTile);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
// We have a building
@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
ecs_add_id(ECS, e, Selectable);
@@ -100,7 +100,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTile(tileset, tile);
tile = bzTilesetGetTileID(tileset, tile);
if (tile == -1) continue; // Not a tree
f32 sizeX = tileset->tileWidth;
@@ -115,7 +115,8 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
ecs_set(ECS, e, Position, {posX, posY});
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set(ECS, e, Rotation, {0});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, layerTile)});
BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
ecs_set(ECS, e, Resource, {RES_WOOD, 20});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Harvestable);