Separate buildings function from main.c

This commit is contained in:
2023-11-12 16:31:40 +01:00
parent 8edb7b7ea9
commit bf56b150cc
7 changed files with 148 additions and 121 deletions

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@@ -14,11 +14,14 @@ add_executable(PixelDefense
game/utils/building_types.h
game/buildings.c
game/buildings.h
game/components.h
game/entrypoint.c
game/main.c
game/map_init.c
game/map_init.h
game/map_layers.h
)

106
game/buildings.c Normal file
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@@ -0,0 +1,106 @@
#include "buildings.h"
#include "components.h"
#include "game_state.h"
#include "map_layers.h"
bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
if (sizeX == 0 || sizeY == 0) return false;
// Ensure that it is within the map
if (tileX < 0 || tileX + sizeX > map->width ||
tileY < 0 || tileY + sizeY > map->height)
return false;
Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
sizeX * map->tileWidth, sizeY * map->tileHeight};
// Need to check neighbour tiles
tileX -= 1;
tileY -= 1;
sizeX += 2;
sizeY += 2;
BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
if (x != tileX && x != tileX + sizeX - 1 &&
y != tileY && y != tileY + sizeY - 1) {
// Without padding
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = getTileBuilding(tile);
if (tile == BUILDINGS_ROAD)
return false;
}
BzTileCollider collider = bzTileMapGetCollider(map, x, y);
f32 posX = x * map->tileWidth;
f32 posY = y * map->tileHeight;
for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
BzTileShape shape = collider.shapes[i];
shape.x += posX;
shape.y += posY;
switch (shape.type) {
case BZ_TILE_SHAPE_NONE:
case BZ_TILE_SHAPE_POINT:
break;
case BZ_TILE_SHAPE_RECT: {
Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
if (CheckCollisionRecs(buildArea, shapeRec))
return false;
break;
}
case BZ_TILE_SHAPE_ELLIPSE: {
Vector2 pos = {shape.x, shape.y};
f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
if (CheckCollisionCircleRec(pos, radius, buildArea))
return false;
break;
}
}
}
}
}
return true;
}
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile buildingTile = getBuildingTile(type);
BZ_ASSERT(buildingTile != -1);
// Create entity
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=tileX, .y=tileY});
ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
BzTile layerTile = buildingTile + buildingTileset->startID;
bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
buildingTile++;
GAME->entityMap[y * buildingLayer->width + x] = e;
bzTileMapUpdateCollider(map, x, y);
}
buildingTile += buildingTileset->width - sizeX;
}
return e;
}

12
game/buildings.h Normal file
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@@ -0,0 +1,12 @@
#ifndef PIXELDEFENSE_BUILDINGS_H
#define PIXELDEFENSE_BUILDINGS_H
#include <breeze.h>
#include <flecs.h>
#include "utils/building_types.h"
bool canPlaceBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
#endif //PIXELDEFENSE_BUILDINGS_H

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@@ -1,9 +1,12 @@
#include <rlImGui.h>
#include "utils/building_types.h"
#include "components.h"
#include "game_state.h"
#include "map_init.h"
#include "map_layers.h"
#include "buildings.h"
#include <rlImGui.h>
Game *GAME = NULL;
@@ -34,99 +37,6 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
return true;
}
bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
// Ensure that it is within the map
if (tileX < 0 || tileX + sizeX > map->width ||
tileY < 0 || tileY + sizeY > map->height)
return false;
Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
sizeX * map->tileWidth, sizeY * map->tileHeight};
// Need to check neighbour tiles
tileX -= 1;
tileY -= 1;
sizeX += 2;
sizeY += 2;
BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
if (x != tileX && x != tileX + sizeX - 1 &&
y != tileY && y != tileY + sizeY - 1) {
// Without padding
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = getTileBuilding(tile);
if (tile == BUILDINGS_ROAD)
return false;
}
BzTileCollider collider = bzTileMapGetCollider(map, x, y);
f32 posX = x * map->tileWidth;
f32 posY = y * map->tileHeight;
for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
BzTileShape shape = collider.shapes[i];
shape.x += posX;
shape.y += posY;
switch (shape.type) {
case BZ_TILE_SHAPE_NONE:
case BZ_TILE_SHAPE_POINT:
break;
case BZ_TILE_SHAPE_RECT: {
Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
if (CheckCollisionRecs(buildArea, shapeRec))
return false;
break;
}
case BZ_TILE_SHAPE_ELLIPSE: {
Vector2 pos = {shape.x, shape.y};
f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
if (CheckCollisionCircleRec(pos, radius, buildArea))
return false;
break;
}
}
}
}
}
return true;
}
void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 sizeX, i32 sizeY) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile buildingTile = getBuildingTile(type);
BZ_ASSERT(buildingTile != -1);
// Create entity
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY});
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++) {
for (i32 x = posX; x < posX + sizeX; x++) {
BzTile layerTile = buildingTile + buildingTileset->startID;
bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
buildingTile++;
GAME->entityMap[y * buildingLayer->width + x] = e;
bzTileMapUpdateCollider(map, x, y);
}
buildingTile += buildingTileset->width - sizeX;
}
}
bool init(Game *game) {
int screenWidth = 1280;
int screenHeight = 720;
@@ -213,7 +123,7 @@ void update(float dt, Game *game) {
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY);
bool canPlace = canPlaceBuilding(&game->map, game->selectedBuilding, tileX, tileY);
/*
Color placeColor = canPlace ?
(Color) {0, 255, 0, 200} :
@@ -223,7 +133,7 @@ void update(float dt, Game *game) {
*/
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
placeBuilding(&game->map, game->selectedBuilding, tileX, tileY, sizeX, sizeY);
placeBuilding(&game->map, game->selectedBuilding, tileX, tileY);
}
}
@@ -236,14 +146,7 @@ void render(float dt, Game *game) {
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
EndMode2D();
}
void imguiRender(float dt, Game *game) {

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@@ -1,10 +1,10 @@
#include "map_init.h"
#include "components.h"
#include "game_state.h"
#include <flecs.h>
#include "components.h"
#include "game_state.h"
#include "map_layers.h"
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
for (i32 i = 0; i < objectGroup->objectCount; i++) {

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@@ -3,21 +3,6 @@
#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);

18
game/map_layers.h Normal file
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@@ -0,0 +1,18 @@
#ifndef PIXELDEFENSE_ENUMS_H
#define PIXELDEFENSE_ENUMS_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;
#endif //PIXELDEFENSE_ENUMS_H