Buildings as entities instead of map layer

This commit is contained in:
2024-01-08 14:41:26 +01:00
parent 03dc3774e7
commit c08fca9670
17 changed files with 168 additions and 186 deletions

View File

@@ -4,14 +4,16 @@
#include "entity_factory.h"
#include "game_state.h"
#include "map_layers.h"
#include "systems/systems.h"
#include <raymath.h>
bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
bool canPlaceBuilding(Game *game, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
if (sizeX == 0 || sizeY == 0) return false;
BzTileMap *map = &game->map;
// Ensure that it is within the map
if (tileX < 0 || tileX + sizeX > map->width ||
tileY < 0 || tileY + sizeY > map->height)
@@ -20,60 +22,65 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti
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;
BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, buildArea.x, buildArea.y, buildArea.width, buildArea.height);
while (bzSpatialGridQueryNext(&it)) { ecs_entity_t entity = *(ecs_entity_t *) it.data;
Rectangle bounds;
if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue;
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++) {
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTileID(tileset, tile);
tile = getTileBuilding(tile);
//if (tile == BUILDINGS_ROAD)
// return false;
if (bzTileMapHasCollision(map, x, y)) {
return false;
}
}
if (CheckCollisionRecs(buildArea, bounds))
return false;
}
return true;
}
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
Game *game = ecs_singleton_get_mut(ECS, Game);
ecs_entity_t placeBuilding(Game *game, BuildingType type,
BzTile tileX, BzTile tileY, Owner owner) {
if (type <= BUILDING_NONE || type >= BUILDING_COUNT)
return 0;
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile buildingTile = getBuildingTile(type);
BZ_ASSERT(buildingTile != -1);
const i32 tileWidth = game->map.tileWidth;
const i32 tileHeight = game->map.tileHeight;
// Create entity
ecs_entity_t e = entityCreateEmpty();
ecs_entity_t building = entityCreateEmpty();
Position pos = {
.x = tileX * tileWidth + sizeX * tileWidth * 0.5f,
.y = tileY * tileHeight + sizeY * tileHeight * 0.5f
};
Size size = {
.x = sizeX * tileWidth,
.y = sizeY * tileHeight
};
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 });
ecs_set_ptr(ECS, building, Position, &pos);
ecs_set_ptr(ECS, building, Size, &size);
ecs_set(ECS, building, Rotation, {0});
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++;
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &building,
pos.x, pos.y,
size.x, size.y);
ecs_set_ptr(ECS, building, SpatialGridID, &gridID);
ecs_set_ptr(ECS, building, Owner, &owner);
BzTileset *tileset = &game->tileset;
TextureRegion region = {
tileset->tiles,
bzTilesetGetTileRegion(tileset, getBuildingTile(type))
};
region.rec.width *= sizeX;
region.rec.height *= sizeY;
ecs_set_ptr(ECS, building, TextureRegion, &region);
bzTileMapUpdateCollisions(map, x, y, 1, 1);
}
buildingTile += buildingTileset->width - sizeX;
switch (type) {
case BUILDING_KEEP:
ecs_add_id(ECS, building, Storage);
break;
default:
break;
}
return e;
return building;
}