Restructure/refactor of main.c

This commit is contained in:
2023-11-12 16:14:30 +01:00
parent df911c65b7
commit 8edb7b7ea9
13 changed files with 280 additions and 159 deletions

View File

@@ -9,10 +9,16 @@ add_subdirectory(engine/)
add_executable(PixelDefense
game/systems/entity_renderer.c
game/systems/systems.h
game/utils/building_types.h
game/common.h
game/components.h
game/entrypoint.c
game/main.c
game/map_init.c
game/map_init.h
)

View File

@@ -17,22 +17,23 @@ typedef struct BzAppDesc {
BzAppInitFunc init;
BzAppUpdateFunc update;
BzAppRenderFunc render;
BzAppRenderFunc imguiRender;
BzAppDeinitFunc deinit;
bool useNuklear;
bool useFlecs;
void *userData;
} BzAppDesc;
extern struct nk_context *NK;
typedef struct ecs_world_t ecs_world_t;
extern ecs_world_t *ECS;
extern bool bzMain(BzAppDesc *appDesc, int argc, const char **argv);
#ifdef BZ_ENTRYPOINT
#include <flecs.h>
#include <rlImGui.h>
struct nk_context *NK = NULL;
ecs_world_t *ECS = NULL;
// https://www.raylib.com/examples/core/loader.html?name=core_custom_logging
@@ -93,9 +94,10 @@ int main(int argc, const char **argv) {
SetTargetFPS(appDesc.fps);
// Initialize modules
if (appDesc.useFlecs) {
if (appDesc.useFlecs)
ECS = ecs_init();
}
if (appDesc.imguiRender)
rlImGuiSetup(true);
// User initialize
if (appDesc.init && !appDesc.init(appDesc.userData)) {
@@ -113,6 +115,12 @@ int main(int argc, const char **argv) {
BeginDrawing();
if (appDesc.render)
appDesc.render(dt, appDesc.userData);
if (appDesc.imguiRender) {
rlImGuiBegin();
appDesc.imguiRender(dt, appDesc.userData);
rlImGuiEnd();
}
EndDrawing();
}
@@ -121,6 +129,8 @@ int main(int argc, const char **argv) {
appDesc.deinit(appDesc.userData);
// Deinitialize modules
if (appDesc.imguiRender)
rlImGuiShutdown();
if (ECS) {
ecs_fini(ECS);
ECS = NULL;

View File

@@ -9,20 +9,20 @@
BzTileMap BZ_TILEMAP_INVALID = {.isValid = false};
void bzTileLayerSkipRender(BzTileLayer *layer) {
void bzTileLayerSkipRender(BzTileMap *map, BzTileLayer *layer) {
}
void bzTileObjectGroupSkipRender(BzTileObjectGroup *objectGroup) {
void bzTileObjectGroupSkipRender(BzTileMap *map, BzTileObjectGroup *objectGroup) {
}
BzTileLayerRenderFunc BZ_TILE_LAYER_SKIP_RENDER = bzTileLayerSkipRender;
BzTileObjectGroupRenderFunc BZ_TILE_OBJECTS_SKIP_RENDER = bzTileObjectGroupSkipRender;
bool bzTileLayerClear(BzTileLayer *layer, BzTile *data, i32 dataCount) {
bool bzTileLayerClear(BzTileMap *map, BzTileLayer *layer) {
return true;
}
bool bzTileObjectsClear(BzTileObjectGroup *objectGroup, BzTileObject *objects, i32 objectCount) {
bool bzTileObjectsClear(BzTileMap *map, BzTileObjectGroup *objectGroup) {
return true;
}
@@ -45,6 +45,12 @@ BzTileset *bzTileLayerGetTileset(BzTileMap *map, BzTileLayer *layer) {
return NULL;
return &map->tilesets[idx];
}
BzTileset *bzTileObjectGroupGetTileset(BzTileMap *map, BzTileObjectGroup *objectGroup) {
i32 idx = objectGroup->tilesetIdx;
if (idx < 0 || idx >= map->tilesetCount)
return NULL;
return &map->tilesets[idx];
}
static void handleTileLayer(BzTileLayer *layer, cute_tiled_layer_t *cuteLayer) {
layer->id = cuteLayer->id;
@@ -283,7 +289,7 @@ void bzTileMapOverrideLayer(BzTileMap *map, i32 slotID, BzTileLayerFunc func) {
BzTileLayer *layer = map->layers + slotID;
i32 dataCount = layer->dataCount;
BzTile *data = layer->data;
if (func(layer, data, dataCount)) {
if (func(map, layer)) {
if (!layer->hasOwnership) return;
bzFree(layer->data);
if (layer->data == data) {
@@ -300,7 +306,7 @@ void bzTileMapOverrideObjectGroup(BzTileMap *map, i32 slotID, BzTileObjectsFunc
BzTileObjectGroup *objectGroup = map->objectGroups + slotID;
BzTileObject *objects = objectGroup->objects;
i32 objectCount = objectGroup->objectCount;
if (func(objectGroup, objects, objectCount)) {
if (func(map, objectGroup)) {
bzFree(objectGroup->objects);
if (objectGroup->objects == objects) {
objectGroup->objects = NULL;

View File

@@ -11,9 +11,10 @@
typedef struct BzTileLayer BzTileLayer;
typedef struct BzTileObject BzTileObject;
typedef struct BzTileObjectGroup BzTileObjectGroup;
typedef struct BzTileMap BzTileMap;
typedef void (*BzTileLayerRenderFunc)(BzTileLayer *layer);
typedef void (*BzTileObjectGroupRenderFunc)(BzTileObjectGroup *objectGroup);
typedef void (*BzTileLayerRenderFunc)(BzTileMap *map, BzTileLayer *layer);
typedef void (*BzTileObjectGroupRenderFunc)(BzTileMap *map, BzTileObjectGroup *objectGroup);
extern BzTileLayerRenderFunc BZ_TILE_LAYER_SKIP_RENDER;
extern BzTileObjectGroupRenderFunc BZ_TILE_OBJECTS_SKIP_RENDER;
@@ -105,8 +106,8 @@ typedef struct BzTileMap {
extern BzTileMap BZ_TILEMAP_INVALID;
// Return true, if you want to override data pointer (you are responsible for cleanup, if you override)
typedef bool (*BzTileLayerFunc)(BzTileLayer *layer, BzTile *data, i32 dataCount);
typedef bool (*BzTileObjectsFunc)(BzTileObjectGroup *objectGroup, BzTileObject *objects, i32 objectsCount);
typedef bool (*BzTileLayerFunc)(BzTileMap *map, BzTileLayer *layer);
typedef bool (*BzTileObjectsFunc)(BzTileMap *map, BzTileObjectGroup *objectGroup);
extern BzTileLayerFunc BZ_TILE_LAYER_CLEAR;
extern BzTileObjectsFunc BZ_TILE_OBJECTS_CLEAR;
@@ -114,6 +115,7 @@ extern BzTileObjectsFunc BZ_TILE_OBJECTS_CLEAR;
BzTile bzTileLayerGetTile(BzTileLayer *layer, i32 x, i32 y);
void bzTileLayerSetTile(BzTileLayer *layer, BzTile tile, i32 x, i32 y, i32 w, i32 h);
BzTileset *bzTileLayerGetTileset(BzTileMap *map, BzTileLayer *layer);
BzTileset *bzTileObjectGroupGetTileset(BzTileMap *map, BzTileObjectGroup *objectGroup);
BzTileMap bzTileMapCreate(const BzTileMapDesc *desc);
void bzTileMapDestroy(BzTileMap *map);

View File

@@ -1,8 +0,0 @@
#ifndef PIXELDEFENSE_COMMON_H
#define PIXELDEFENSE_COMMON_H
#include <stdint.h>
#include <stdbool.h>
#include <stddef.h>
#endif //PIXELDEFENSE_COMMON_H

View File

@@ -3,18 +3,33 @@
#include <breeze.h>
#include "utils/building_types.h"
typedef struct TilePosition {
BzTile x;
BzTile y;
} TilePosition;
typedef struct TileSize {
BzTile w;
BzTile h;
BzTile sizeX;
BzTile sizeY;
} TileSize;
typedef struct Owner {
BuildingType playerID;
} Owner;
typedef Vector2 Position, Size;
typedef f32 Rotation;
typedef f32 Health;
typedef struct TextureRegion {
Texture2D texture;
Rectangle rec;
} TextureRegion;
#endif //PIXELDEFENSE_COMPONENTS_H

2
game/entrypoint.c Normal file
View File

@@ -0,0 +1,2 @@
#define BZ_ENTRYPOINT
#include <breeze.h>

19
game/game_state.h Normal file
View File

@@ -0,0 +1,19 @@
#ifndef PIXELDEFENSE_GAME_STATE_H
#define PIXELDEFENSE_GAME_STATE_H
#include <breeze.h>
#include <flecs.h>
typedef struct Game {
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
BzTileset entitiesTileset;
BzTileMap map;
int selectedBuilding;
ecs_entity_t *entityMap;
} Game;
extern Game *GAME;
#endif //PIXELDEFENSE_GAME_STATE_H

View File

@@ -1,95 +1,36 @@
#include <stdio.h>
#include <flecs.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
#include <raylib.h>
#include <rlImGui.h>
#include "utils/building_types.h"
#include "components.h"
#include "game_state.h"
#include "map_init.h"
typedef enum Layers {
LAYER_TERRAIN = 0,
LAYER_FOLIAGE,
LAYER_TREES,
LAYER_TREES2,
LAYER_BUILDINGS,
LAYER_BUILDING_OWNER,
} Layers;
#include <rlImGui.h>
typedef enum ObjectGroup {
OBJECTS_GAME = 0,
OBJECTS_ENTITIES,
} ObjectGroup;
Game *GAME = NULL;
typedef struct Game {
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
BzTileset entitiesTileset;
BzTileMap map;
} Game;
bool init(Game *game);
void deinit(Game *game);
static Game GAME = {};
static int selectedBuilding = 0;
void update(float dt, Game *game);
void render(float dt, Game *game);
void imguiRender(float dt, Game *game);
bool handleGameObjects(BzTileObjectGroup *objectLayer, BzTileObject *objects, i32 objectCount) {
for (i32 i = 0; i < objectLayer->objectCount; i++) {
BzTileObject object = objectLayer->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
printf("Got camera\n");
GAME.camera.target.x = object.shape.x;
GAME.camera.target.y = object.shape.y;
}
}
return true;
}
ecs_entity_t *entityMap = NULL;
bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
appDesc->width = 1280;
appDesc->height = 720;
appDesc->title = "PixelDefense";
appDesc->fps = 60;
bool prepareBuildings(BzTileLayer *layer, BzTile *data, i32 dataCount) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
appDesc->init = (BzAppInitFunc) init;
appDesc->deinit = (BzAppDeinitFunc) deinit;
appDesc->update = (BzAppUpdateFunc) update;
appDesc->render = (BzAppRenderFunc) render;
appDesc->imguiRender = (BzAppRenderFunc) imguiRender;
entityMap = bzCalloc(sizeof(*entityMap), layer->width * layer->height);
GAME = bzAlloc(sizeof(*GAME));
appDesc->userData = GAME;
appDesc->useFlecs = true;
BzTileMap *map = &GAME.map;
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *buildingData = buildingLayer->data;
for (i32 y = 0; y < layer->height; y++) {
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);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
// We have a building
TileSize size = {};
getBuildingSize(buildingTile, &size.w, &size.h);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.w, size.h);
bzLogInfo("Got size: %2d %2d", size.w, size.h);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.w=size.w, .h=size.h});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
for (i32 yIdx = y; yIdx < y + size.h; yIdx++) {
for (i32 xIdx = x; xIdx < x + size.w; xIdx++) {
entityMap[yIdx * layer->width + xIdx] = e;
}
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
return true;
}
@@ -167,7 +108,7 @@ void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 si
// Create entity
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY});
ecs_set(ECS, e, TileSize, {.w=sizeX, .h=sizeY});
ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
for (i32 y = posY; y < posY + sizeY; y++) {
@@ -176,7 +117,7 @@ void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 si
bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
buildingTile++;
entityMap[y * buildingLayer->width + x] = e;
GAME->entityMap[y * buildingLayer->width + x] = e;
bzTileMapUpdateCollider(map, x, y);
}
@@ -187,7 +128,6 @@ void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 si
}
bool init(Game *game) {
rlImGuiSetup(true);
int screenWidth = 1280;
int screenHeight = 720;
@@ -227,10 +167,10 @@ bool init(Game *game) {
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, prepareBuildings);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, handleGameObjects);
//bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
return true;
@@ -240,67 +180,79 @@ void deinit(Game *game) {
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
rlImGuiShutdown();
bzFree(GAME);
GAME = NULL;
}
void render(float dt, Game *game) {
void update(float dt, Game *game) {
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
Camera2D *camera = &game->camera;
ImGuiIO *io = igGetIO();
if (io->WantCaptureMouse || io->WantCaptureKeyboard)
return;
if (!io->WantCaptureMouse && !io->WantCaptureKeyboard) {
if (IsKeyDown(KEY_W)) camera->target.y -= 20;
if (IsKeyDown(KEY_S)) camera->target.y += 20;
if (IsKeyDown(KEY_A)) camera->target.x -= 20;
if (IsKeyDown(KEY_D)) camera->target.x += 20;
if (IsKeyDown(KEY_W)) game->camera.target.y -= 20;
if (IsKeyDown(KEY_S)) game->camera.target.y += 20;
if (IsKeyDown(KEY_A)) game->camera.target.x -= 20;
if (IsKeyDown(KEY_D)) game->camera.target.x += 20;
if (IsKeyDown(KEY_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
if (IsKeyDown(KEY_Q)) game->camera.rotation--;
if (IsKeyDown(KEY_E)) game->camera.rotation++;
camera->zoom += ((float) GetMouseWheelMove() * 0.05f);
}
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
if (selectedBuilding) {
if (game->selectedBuilding) {
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(selectedBuilding, &sizeX, &sizeY);
getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY);
/*
Color placeColor = canPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
*/
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && !io->WantCaptureMouse) {
placeBuilding(&game->map, selectedBuilding, tileX, tileY, sizeX, sizeY);
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
placeBuilding(&game->map, game->selectedBuilding, tileX, tileY, sizeX, sizeY);
}
}
}
void render(float dt, Game *game) {
ClearBackground(RAYWHITE);
BeginMode2D(game->camera);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
EndMode2D();
rlImGuiBegin();
}
void imguiRender(float dt, Game *game) {
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
for (int i = 0; i < BUILDINGS_COUNT; i++) {
if (igSelectable_Bool(getBuildingStr(i), selectedBuilding == i, 0, (ImVec2){0,0}))
selectedBuilding = i;
if (igSelectable_Bool(getBuildingStr(i), game->selectedBuilding == i, 0, (ImVec2){0,0}))
game->selectedBuilding = i;
}
}
@@ -309,24 +261,5 @@ void render(float dt, Game *game) {
}
igEnd();
igShowDemoWindow(NULL);
rlImGuiEnd();
}
bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
appDesc->width = 1280;
appDesc->height = 720;
appDesc->title = "PixelDefense";
appDesc->fps = 60;
appDesc->init = (BzAppInitFunc) init;
appDesc->deinit = (BzAppDeinitFunc) deinit;
appDesc->render = (BzAppRenderFunc) render;
appDesc->userData = &GAME;
appDesc->useNuklear = true;
appDesc->useFlecs = true;
return true;
}

85
game/map_init.c Normal file
View File

@@ -0,0 +1,85 @@
#include "map_init.h"
#include "components.h"
#include "game_state.h"
#include <flecs.h>
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
GAME->camera.target.x = object.shape.x;
GAME->camera.target.y = object.shape.y;
}
}
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
ECS_COMPONENT(ECS, Position);
ECS_COMPONENT(ECS, Size);
ECS_COMPONENT(ECS, Rotation);
ECS_COMPONENT(ECS, TextureRegion);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup);
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
}
return true;
}
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height);
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *data = layer->data;
BzTile *buildingData = buildingLayer->data;
for (i32 y = 0; y < layer->height; y++) {
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);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
// We have a building
TileSize size = {};
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
bzLogInfo("Got size: %2d %2d", size.sizeX, size.sizeY);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) {
for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) {
GAME->entityMap[yIdx * layer->width + xIdx] = e;
}
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
return true;
}

27
game/map_init.h Normal file
View File

@@ -0,0 +1,27 @@
#ifndef PIXELDEFENSE_MAP_INITIALIZATION_H
#define PIXELDEFENSE_MAP_INITIALIZATION_H
#include <breeze.h>
typedef enum Layers {
LAYER_TERRAIN = 0,
LAYER_FOLIAGE,
LAYER_TREES,
LAYER_TREES2,
LAYER_BUILDINGS,
LAYER_BUILDING_OWNER,
} Layers;
typedef enum ObjectGroup {
OBJECTS_GAME = 0,
OBJECTS_ENTITIES,
} ObjectGroup;
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer);
#endif //PIXELDEFENSE_MAP_INITIALIZATION_H

View File

@@ -0,0 +1,14 @@
#include "systems.h"
void renderEntities(ecs_iter_t *it) {
Position *p = ecs_field(it, Position, 1);
Size *s = ecs_field(it, Size, 2);
Rotation *r = ecs_field(it, Rotation, 3);
TextureRegion *t = ecs_field(it, TextureRegion, 4);
for (i32 i = 0; i < it->count; i++) {
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
DrawTexturePro(t[i].texture, t[i].rec, dst, origin, r[i], WHITE);
}
}

10
game/systems/systems.h Normal file
View File

@@ -0,0 +1,10 @@
#ifndef PIXELDEFENSE_SYSTEMS_H
#define PIXELDEFENSE_SYSTEMS_H
#include <flecs.h>
#include "../components.h"
void renderEntities(ecs_iter_t *it);
#endif //PIXELDEFENSE_SYSTEMS_H