Separate buildings function from main.c
This commit is contained in:
@@ -14,11 +14,14 @@ add_executable(PixelDefense
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game/utils/building_types.h
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game/utils/building_types.h
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game/buildings.c
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game/buildings.h
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game/components.h
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game/components.h
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game/entrypoint.c
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game/entrypoint.c
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game/main.c
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game/main.c
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game/map_init.c
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game/map_init.c
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game/map_init.h
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game/map_init.h
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game/map_layers.h
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)
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)
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106
game/buildings.c
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106
game/buildings.c
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@@ -0,0 +1,106 @@
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#include "buildings.h"
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#include "components.h"
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#include "game_state.h"
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#include "map_layers.h"
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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if (sizeX == 0 || sizeY == 0) return false;
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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return false;
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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// Need to check neighbour tiles
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tileX -= 1;
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tileY -= 1;
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sizeX += 2;
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sizeY += 2;
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BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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if (x != tileX && x != tileX + sizeX - 1 &&
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y != tileY && y != tileY + sizeY - 1) {
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// Without padding
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = getTileBuilding(tile);
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if (tile == BUILDINGS_ROAD)
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return false;
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}
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BzTileCollider collider = bzTileMapGetCollider(map, x, y);
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f32 posX = x * map->tileWidth;
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f32 posY = y * map->tileHeight;
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for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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}
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}
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}
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}
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return true;
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}
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ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile buildingTile = getBuildingTile(type);
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BZ_ASSERT(buildingTile != -1);
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=tileX, .y=tileY});
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ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
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ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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BzTile layerTile = buildingTile + buildingTileset->startID;
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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GAME->entityMap[y * buildingLayer->width + x] = e;
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bzTileMapUpdateCollider(map, x, y);
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}
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buildingTile += buildingTileset->width - sizeX;
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}
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return e;
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}
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12
game/buildings.h
Normal file
12
game/buildings.h
Normal file
@@ -0,0 +1,12 @@
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#ifndef PIXELDEFENSE_BUILDINGS_H
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#define PIXELDEFENSE_BUILDINGS_H
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#include <breeze.h>
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#include <flecs.h>
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#include "utils/building_types.h"
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bool canPlaceBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
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ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, i32 tileX, i32 tileY);
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#endif //PIXELDEFENSE_BUILDINGS_H
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109
game/main.c
109
game/main.c
@@ -1,9 +1,12 @@
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#include <rlImGui.h>
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#include "utils/building_types.h"
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#include "utils/building_types.h"
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#include "components.h"
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#include "components.h"
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#include "game_state.h"
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#include "game_state.h"
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#include "map_init.h"
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#include "map_init.h"
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#include "map_layers.h"
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#include "buildings.h"
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#include <rlImGui.h>
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Game *GAME = NULL;
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Game *GAME = NULL;
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@@ -34,99 +37,6 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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return true;
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return true;
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}
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}
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bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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return false;
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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// Need to check neighbour tiles
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tileX -= 1;
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tileY -= 1;
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sizeX += 2;
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sizeY += 2;
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BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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if (x != tileX && x != tileX + sizeX - 1 &&
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y != tileY && y != tileY + sizeY - 1) {
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// Without padding
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = getTileBuilding(tile);
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if (tile == BUILDINGS_ROAD)
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return false;
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}
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BzTileCollider collider = bzTileMapGetCollider(map, x, y);
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f32 posX = x * map->tileWidth;
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f32 posY = y * map->tileHeight;
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for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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}
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}
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}
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}
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return true;
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}
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void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 sizeX, i32 sizeY) {
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile buildingTile = getBuildingTile(type);
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BZ_ASSERT(buildingTile != -1);
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY});
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ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
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ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
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for (i32 y = posY; y < posY + sizeY; y++) {
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for (i32 x = posX; x < posX + sizeX; x++) {
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BzTile layerTile = buildingTile + buildingTileset->startID;
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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GAME->entityMap[y * buildingLayer->width + x] = e;
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bzTileMapUpdateCollider(map, x, y);
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}
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buildingTile += buildingTileset->width - sizeX;
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}
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}
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bool init(Game *game) {
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bool init(Game *game) {
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int screenWidth = 1280;
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int screenWidth = 1280;
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int screenHeight = 720;
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int screenHeight = 720;
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@@ -213,7 +123,7 @@ void update(float dt, Game *game) {
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BzTile sizeX = 0, sizeY = 0;
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BzTile sizeX = 0, sizeY = 0;
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getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
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getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
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bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY);
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bool canPlace = canPlaceBuilding(&game->map, game->selectedBuilding, tileX, tileY);
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/*
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/*
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Color placeColor = canPlace ?
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Color placeColor = canPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {0, 255, 0, 200} :
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@@ -223,7 +133,7 @@ void update(float dt, Game *game) {
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*/
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*/
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if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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placeBuilding(&game->map, game->selectedBuilding, tileX, tileY, sizeX, sizeY);
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placeBuilding(&game->map, game->selectedBuilding, tileX, tileY);
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}
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}
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}
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}
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@@ -236,14 +146,7 @@ void render(float dt, Game *game) {
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bzTileMapDraw(&game->map);
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bzTileMapDraw(&game->map);
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bzTileMapDrawColliders(&game->map);
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bzTileMapDrawColliders(&game->map);
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EndMode2D();
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EndMode2D();
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}
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}
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void imguiRender(float dt, Game *game) {
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void imguiRender(float dt, Game *game) {
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@@ -1,10 +1,10 @@
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#include "map_init.h"
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#include "map_init.h"
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#include "components.h"
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#include "game_state.h"
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#include <flecs.h>
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#include <flecs.h>
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#include "components.h"
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#include "game_state.h"
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#include "map_layers.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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@@ -3,21 +3,6 @@
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#include <breeze.h>
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#include <breeze.h>
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typedef enum Layers {
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LAYER_TERRAIN = 0,
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LAYER_FOLIAGE,
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LAYER_TREES,
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LAYER_TREES2,
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LAYER_BUILDINGS,
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LAYER_BUILDING_OWNER,
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} Layers;
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typedef enum ObjectGroup {
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OBJECTS_GAME = 0,
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OBJECTS_ENTITIES,
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} ObjectGroup;
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup);
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18
game/map_layers.h
Normal file
18
game/map_layers.h
Normal file
@@ -0,0 +1,18 @@
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#ifndef PIXELDEFENSE_ENUMS_H
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#define PIXELDEFENSE_ENUMS_H
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typedef enum Layers {
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LAYER_TERRAIN = 0,
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LAYER_FOLIAGE,
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LAYER_TREES,
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LAYER_TREES2,
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LAYER_BUILDINGS,
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LAYER_BUILDING_OWNER,
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} Layers;
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typedef enum ObjectGroup {
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OBJECTS_GAME = 0,
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OBJECTS_ENTITIES,
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} ObjectGroup;
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#endif //PIXELDEFENSE_ENUMS_H
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Reference in New Issue
Block a user