Merge tilesets into one

This commit is contained in:
2023-12-12 17:02:23 +01:00
parent 11832ec1cc
commit 72b32b1a26
48 changed files with 10442 additions and 4618 deletions

View File

@@ -93,35 +93,26 @@ bool init(void *userData) {
game->camera.zoom = 3.0f;
game->frameDuration = 0.16f;
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj",
.texturePath="assets/terrain.png"
});
game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/buildings.tsj",
.texturePath="assets/buildings.png"
});
game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/entities.tsj",
.texturePath="assets/entities.png"
game->tileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/game.tsj",
.texturePath="assets/game.png"
});
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.path="assets/maps/map_01.tmj",
.generateCollisionMap=true,
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain", .applyColliders=true},
.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings", .applyColliders=true},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", .applyColliders=true},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
});
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
.maxWidth=game->map.width * game->map.tileWidth,
@@ -179,9 +170,7 @@ void deinit(void *userData) {
InputState *input = ecs_singleton_get_mut(ECS, InputState);
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
bzTilesetDestroy(&game->tileset);
Game gameCopy = *game;
InputState inputCopy = *input;