Refactor game to use engine functions

This commit is contained in:
2023-11-07 17:25:49 +01:00
parent d90e6f1d03
commit b40beb5656
3 changed files with 90 additions and 71 deletions

View File

@@ -24,7 +24,7 @@ typedef struct BzAppDesc {
extern bool bzMain(BzAppDesc *appDesc, int argc, const char **argv);
#ifdef BZ_GAME_ENTRYPOINT
#ifdef BZ_ENTRYPOINT
#include <raylib.h>
@@ -73,6 +73,7 @@ int main(int argc, const char **argv) {
// Deinitialize modules
CloseWindow();
bzLoggerDeinit();
return 0;

View File

@@ -1,4 +1,4 @@
#define BZ_GAME_ENTRYPOINT
#define BZ_ENTRYPOINT
#include <breeze.h>
#include <raylib.h>

View File

@@ -2,6 +2,8 @@
#include <raylib.h>
#include <cute_tiled.h>
#include <flecs.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
#include "world/tileset.h"
@@ -28,106 +30,122 @@ static void drawLayer(cute_tiled_layer_t *layer, Tileset *tileset) {
}
}
int main(void) {
typedef struct Game {
cute_tiled_map_t *map;
Camera2D camera;
Tileset terrainTileset;
Tileset buildingsTileset;
cute_tiled_layer_t *terrain;
cute_tiled_layer_t *trees;
cute_tiled_layer_t *trees2;
cute_tiled_layer_t *buildings;
} Game;
const int screenWidth = 1280;
const int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "PixelDefense");
SetTargetFPS(60);
cute_tiled_map_t* map = cute_tiled_load_map_from_file("assets/maps/test.tmj", NULL);
static Game GAME = {};
bool init(Game *game) {
game->map = cute_tiled_load_map_from_file("assets/maps/test.tmj", NULL);
cute_tiled_tileset_t *terrainSource = cute_tiled_load_external_tileset("assets/terrain.tsj", NULL);
cute_tiled_tileset_t *buildingsSource = cute_tiled_load_external_tileset("assets/buildings.tsj", NULL);
Tileset terrainTileset = tilesetCreate( &(TilesetDesc) {
.source=terrainSource,
.assetDir="assets"
game->terrainTileset = tilesetCreate( &(TilesetDesc) {
.source=terrainSource,
.assetDir="assets"
});
Tileset buildingsTileset = tilesetCreate(&(TilesetDesc) {
.source=buildingsSource,
.assetDir="assets"
game->buildingsTileset = tilesetCreate(&(TilesetDesc) {
.source=buildingsSource,
.assetDir="assets"
});
cute_tiled_tileset_t *tileset = map->tilesets;
terrainTileset.startID = tileset->firstgid;
cute_tiled_tileset_t *tileset = game->map->tilesets;
game->terrainTileset.startID = tileset->firstgid;
tileset = tileset->next;
buildingsTileset.startID = tileset->firstgid;
game->buildingsTileset.startID = tileset->firstgid;
cute_tiled_free_external_tileset(terrainSource);
cute_tiled_free_external_tileset(buildingsSource);
cute_tiled_layer_t *terrain = NULL;
cute_tiled_layer_t *trees = NULL;
cute_tiled_layer_t *trees2 = NULL;
cute_tiled_layer_t *buildings = NULL;
game->terrain = NULL;
game->trees = NULL;
game->trees2 = NULL;
game->buildings = NULL;
// loop over the map's layers
cute_tiled_layer_t* layer = map->layers;
cute_tiled_layer_t* layer = game->map->layers;
while (layer)
{
int* data = layer->data;
int data_count = layer->data_count;
if (strcmp("Terrain", layer->name.ptr) == 0) {
terrain = layer;
game->terrain = layer;
} else if (strcmp("Foliage", layer->name.ptr) == 0) {
} else if (strcmp("Trees", layer->name.ptr) == 0) {
trees = layer;
game->trees = layer;
} else if (strcmp("TreesS", layer->name.ptr) == 0) {
trees2 = layer;
game->trees2 = layer;
} else if (strcmp("Buildings", layer->name.ptr) == 0) {
buildings = layer;
game->buildings = layer;
}
layer = layer->next;
}
Camera2D camera = { 0 };
camera.target = (Vector2) {0, 0};
camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
int screenWidth = 1280;
int screenHeight = 720;
while (!WindowShouldClose()) {
if (IsKeyPressed(KEY_ESCAPE)) {
break;
}
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_Q)) camera.rotation--;
if (IsKeyDown(KEY_E)) camera.rotation++;
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
BeginDrawing();
BeginMode2D(camera);
ClearBackground(RAYWHITE);
drawLayer(terrain, &terrainTileset);
drawLayer(trees, &terrainTileset);
drawLayer(trees2, &terrainTileset);
drawLayer(buildings, &buildingsTileset);
EndMode2D();
EndDrawing();
}
tilesetDestroy(&terrainTileset);
tilesetDestroy(&buildingsTileset);
cute_tiled_free_map(map);
CloseWindow();
return 0;
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
game->camera.rotation = 0.0f;
game->camera.zoom = 1.0f;
return true;
}
void deinit(Game *game) {
tilesetDestroy(&game->terrainTileset);
tilesetDestroy(&game->buildingsTileset);
cute_tiled_free_map(game->map);
}
void render(float dt, Game *game) {
Camera2D *camera = &game->camera;
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_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
camera->zoom += ((float)GetMouseWheelMove() * 0.05f);
BeginDrawing();
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
drawLayer(game->terrain, &game->terrainTileset);
drawLayer(game->trees, &game->terrainTileset);
drawLayer(game->trees2, &game->terrainTileset);
drawLayer(game->buildings, &game->buildingsTileset);
EndMode2D();
EndDrawing();
}
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;
return true;
}