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

@@ -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;
}