Add transperency when units are behind
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@@ -465,6 +465,27 @@ void bzTileMapDrawCollisions(BzTileMap *map) {
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}
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}
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void bzTileMapClearCollisions(BzTileMap *map) {
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BZ_ASSERT(map->collisionMap);
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for (i32 y = 0; y < map->width; y++) {
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for (i32 x = 0; x < map->height; x++) {
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i32 idxOffset = y * map->width + x;
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u8 *cell = map->collisionMap + idxOffset;
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*cell = 0;
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}
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}
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}
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void bzTileMapClearCollisionLayer(BzTileMap *map, i32 layer) {
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BZ_ASSERT(map->collisionMap);
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BZ_ASSERT(layer >= 0 && layer < 8);
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for (i32 y = 0; y < map->width; y++) {
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for (i32 x = 0; x < map->height; x++) {
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i32 idxOffset = y * map->width + x;
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u8 *cell = map->collisionMap + idxOffset;
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*cell &= ~(1 << layer);
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}
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}
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}
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bool bzTileMapHasAnyCollision(BzTileMap *map, i32 x, i32 y) {
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if (!map->collisionMap) return false;
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i32 idx = y * map->width + x;
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@@ -132,6 +132,8 @@ bool bzTileMapCanRayCastLine(BzTileMap *map, Vector2 from, Vector2 to);
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void bzTileMapDraw(BzTileMap *map);
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void bzTileMapDrawCollisions(BzTileMap *map);
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void bzTileMapClearCollisions(BzTileMap *map);
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void bzTileMapClearCollisionLayer(BzTileMap *map, i32 layer);
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bool bzTileMapHasAnyCollision(BzTileMap *map, i32 x, i32 y);
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bool bzTileMapHasCollision(BzTileMap *map, i32 layer, i32 x, i32 y);
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void bzTileMapSetCollisions(BzTileMap *map, bool collision, i32 layer, i32 startX, i32 startY, i32 sizeX, i32 sizeY);
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@@ -4,6 +4,7 @@
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enum {
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COLL_LAYER_TERRAIN = 0,
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COLL_LAYER_BUILDINGS = 1,
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COLL_LAYER_TRANSPARENCY = 7,
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};
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#endif //PIXELDEFENSE_CONSTANTS_H
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@@ -18,6 +18,7 @@ typedef struct DrawData {
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Rectangle dst;
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Vector2 origin;
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f32 rotation;
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bool canHaveAlpha;
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} DrawData;
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typedef struct Options {
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31
game/main.c
31
game/main.c
@@ -350,7 +350,8 @@ static void renderGame(Game *game, float dt) {
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BeginMode2D(game->camera);
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// Map
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bzTileMapDraw(&game->map);
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BzTileMap *map = &game->map;
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bzTileMapDraw(map);
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// Ground UI
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drawPlayerInputUIGround();
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// Entities
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@@ -380,12 +381,22 @@ static void renderGame(Game *game, float dt) {
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src.height -= 0.02f;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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drawData[drawIdx++] = (DrawData) {
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DrawData draw = (DrawData) {
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.src = src,
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.dst = dst,
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.origin = origin,
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.rotation = r[i]
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.rotation = r[i],
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.canHaveAlpha = true,
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};
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if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit)) ||
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ecs_has_id(ECS, it.entities[i], ecs_id(Arm))) {
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Vector2 pos = {dst.x, dst.y};
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Vec2i cellPos = bzTileMapPosToTile(map, pos);
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bzTileMapSetCollisions(map, true, COLL_LAYER_TRANSPARENCY,
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cellPos.x, cellPos.y, 1, 1);
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draw.canHaveAlpha = false;
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}
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drawData[drawIdx++] = draw;
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}
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}
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BZ_ASSERT(drawIdx == numDraws);
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@@ -394,8 +405,20 @@ static void renderGame(Game *game, float dt) {
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Texture2D tex = game->tileset.tiles;
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for (i32 i = 0; i < numDraws; i++) {
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DrawData draw = drawData[i];
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DrawTexturePro(tex, draw.src, draw.dst, draw.origin, draw.rotation, WHITE);
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Vector2 pos = {
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draw.dst.x,
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draw.dst.y - draw.dst.height * 0.5f,
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};
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Color c = WHITE;
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if (draw.canHaveAlpha) {
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Vec2i mapPos = bzTileMapPosToTile(map, pos);
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if (bzTileMapHasCollision(map, COLL_LAYER_TRANSPARENCY, mapPos.x, mapPos.y)) {
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c.a = 180;
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}
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}
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DrawTexturePro(tex, draw.src, draw.dst, draw.origin, draw.rotation, c);
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}
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bzTileMapClearCollisionLayer(&game->map, COLL_LAYER_TRANSPARENCY);
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Vector2 target = GetMousePosition();
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target = GetScreenToWorld2D(target, game->camera);
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static f32 elapsed = 0;
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