Add rest of assets, add blue player

This commit is contained in:
2024-01-23 11:26:23 +01:00
parent ac7525c42a
commit c9a2bd2672
45 changed files with 6647 additions and 39 deletions

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@@ -106,7 +106,7 @@ void igResource(ecs_world_t *ecs,
void igOwner(ecs_world_t *ecs,
ecs_entity_t entity, ecs_entity_t comp) {
Owner *owner = ecs_get_mut_id(ecs, entity, comp);
igInputInt("PlayerID", &owner->playerID, 0, 0, 0);
igInputInt("PlayerID", &owner->player, 0, 0, 0);
}
void igSpatialGridID(ecs_world_t *ecs,

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@@ -33,8 +33,14 @@ typedef struct Resource {
} Resource;
extern ECS_COMPONENT_DECLARE(Resource);
typedef enum Player {
PLAYER_RED = 0,
PLAYER_BLUE = 1,
PLAYER_COUNT
} Player;
typedef struct Owner {
int32_t playerID;
Player player;
} Owner;
extern ECS_COMPONENT_DECLARE(Owner);

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@@ -57,6 +57,7 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) {
Arms arms = {.primary = right};
ecs_set_ptr(ECS, e, Arms, &arms);
ecs_set(ECS, right, Arm, {.offset = 45.0f, 4.5f});
ecs_set(ECS, e, Owner, {PLAYER_RED});
ecs_set(ECS, right, Size, {8, 8});
ecs_set(ECS, right, Rotation, { 0.0f });

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@@ -18,6 +18,7 @@ typedef struct DrawData {
Rectangle dst;
Vector2 origin;
f32 rotation;
u8 layer;
bool canHaveAlpha;
} DrawData;

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@@ -28,13 +28,13 @@ void updateAnimationState(ecs_iter_t *it) {
}
}
void updateAnimation(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *texture = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t entity = it->entities[i];
AnimationFrame frame = anim[i].frame;
AnimationSequence seq = anim[i].sequence;
@@ -46,7 +46,14 @@ void updateAnimation(ecs_iter_t *it) {
anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
anim[i].elapsed = 0.0f;
texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
texture[i].rec = getTextureRect(anim[i].frame.frame);
if (ecs_has(ECS, entity, Owner)) {
Owner owner = *ecs_get(ECS, entity, Owner);
BzTileID base = anim[i].frame.frame;
Vector2 offset = getTileOffset(base, owner.player);
texture[i].rec.x += offset.x;
texture[i].rec.y += offset.y;
}
}
}

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@@ -45,10 +45,23 @@ void entityPathRemove(ecs_iter_t *it) {
}
}
void updateTextureOwnerTile(ecs_iter_t *it) {
TextureRegion *tex = ecs_field(it, TextureRegion, 1);
Owner *owner = ecs_field(it, Owner, 2);
for (i32 i = 0; i < it->count; i++) {
Rectangle rec = tex[i].rec;
BzTileID base = ((int)rec.y / 16) * 256 + ((int) rec.x / 16);
Vector2 offset = getTileOffset(base, owner[i].player);
tex[i].rec.x += offset.x;
tex[i].rec.y += offset.y;
}
}
void entityUpdateSpatialID(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Position *position = ecs_field(it, Position, 1);
Position *size = ecs_field(it, Position, 2);
Position *size = ecs_field(it, Size, 2);
//Velocity *velocity = ecs_field(it, Velocity, 3);
SpatialGridID *id = ecs_field(it, SpatialGridID, 4);

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@@ -252,7 +252,7 @@ void updatePlayerInput() {
getBuildingSize(input->building, &sizeX, &sizeY);
bool canPlace = canPlaceBuilding(game, input->building, tileX, tileY);
if (canPlace && isInputBtnDown(input, primaryBtn)) {
placeBuilding(game, input->building, tileX, tileY, (Owner) {-1});
placeBuilding(game, input->building, tileX, tileY, (Owner) {PLAYER_BLUE});
}
input->buildingCanPlace = canPlace;
input->buildingPos = (Vec2i) {tileX, tileY};

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@@ -58,7 +58,7 @@ void drawGameUI(Game *game, f32 dt) {
BUILDING_MARKET,
BUILDING_MILL,
BUILDING_HOUSE_02, // placeholder for farm
BUILDING_BARRACS,
BUILDING_BARRACKS,
BUILDING_ARCHERY_RANGE
};
const char *buildingNames[] = {

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@@ -107,6 +107,8 @@ void setupSystems() {
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
ECS_OBSERVER(ECS, updateTextureOwnerTile, EcsOnSet, TextureRegion, Owner);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);

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@@ -60,6 +60,8 @@ void updateEasingSystem(ecs_iter_t *it);
*/
void entityPathRemove(ecs_iter_t *it);
void updateTextureOwnerTile(ecs_iter_t *it);
/*
* 0: Game (singleton) for entity map
* 1: Position

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4
rawAssets/test.tsx Normal file
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@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.2" name="test" tilewidth="16" tileheight="16" tilecount="768" columns="48">
<image source="Puny-Characters/Human-Worker-Red.png" width="768" height="256"/>
</tileset>

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@@ -442,3 +442,143 @@ class EnumWriter:
writer.output("return (AnimationFrame) {-1, -1.0f};\n")
writer.block_end()
writer.empty_line()
def filter_by_props(self, tiles, prop_names):
filtered = []
for tile in tiles:
if 'properties' not in tile:
continue
props = tile['properties']
names = prop_names[:]
for prop in props:
if prop['name'] in names:
names.remove(prop['name'])
if len(names) == 0:
filtered.append(tile)
return filtered
def get_property(self, tile, prop_name):
if 'properties' not in tile:
return None
props = tile['properties']
for prop in props:
if prop['name'] == prop_name:
return prop
return None
def output_get_text_rect(self, func_name, width, tile_width, tile_height):
writer = self.writer
writer.output(
f"static Rectangle {func_name}(BzTileID tile) ")
writer.block_start()
writer.output(f"Rectangle base = {{ (tile % {width}) * {tile_width}, "
f"(tile / {width}) * {tile_height}, {tile_width}, {tile_height} }};\n")
sized_tiles = {}
for tile in self.all_tiles:
if 'properties' not in tile:
continue
props = tile['properties']
size_x = 1
size_y = 1
for prop in props:
if prop['name'] == 'size_x':
size_x = int(prop['value'])
if prop['name'] == 'size_y':
size_y = int(prop['value'])
if size_x == 1 and size_y == 1:
continue
sized_tiles[tile['id']] = (size_x, size_y)
sized_map = defaultdict(list)
for k, v in sized_tiles.items():
sized_map[v].append(k)
if sized_map:
writer.output("switch (tile) ")
writer.block_start()
for k, v in sized_map.items():
for id in v:
writer.output(f"case {id}:\n")
writer.indent()
x, y = k
writer.output(f"base.width *= {x};\n")
writer.output(f"base.height *= {y};\n")
writer.output("break;\n")
writer.unindent()
writer.output("default: break;\n")
writer.block_end()
writer.output("return base;\n")
writer.block_end()
writer.empty_line()
def output_base_index(self, func_name, field):
writer = self.writer
tiles = self.filter_by_props(self.all_tiles, [field])
field_map = defaultdict(list)
for tile in tiles:
index = self.get_property(tile, field)['value']
field_map[index].append(tile['id'])
sizes = list(map(lambda x: len(x), field_map.values()))
assert len(set(sizes)) == 1
indices = list(zip(*field_map.values()))
writer.output(
f"static BzTileID {func_name}(BzTileID tile) ")
writer.block_start()
writer.output("switch (tile) ")
writer.block_start()
for index in indices:
for idx in index:
writer.output(f"case {idx}:\n")
writer.indent()
writer.output(f"return {index[0]};\n")
writer.unindent()
writer.output("default: return tile;\n")
writer.block_end()
writer.block_end()
writer.empty_line()
def output_index_tile_offset(self, func_name, field, width, tile_width, tile_height):
writer = self.writer
tiles = self.filter_by_props(self.all_tiles, [field])
field_map = defaultdict(list)
for tile in tiles:
index = self.get_property(tile, field)['value']
field_map[index].append(tile['id'])
sizes = list(map(lambda x: len(x), field_map.values()))
assert len(set(sizes)) == 1
indices = list(zip(*field_map.values()))
writer.output(
f"static Vector2 {func_name}(BzTileID tile, i32 idx) ")
writer.block_start()
size = sizes[0]
writer.output(f"if (idx < 0 || idx >= {size}) return (Vector2) {{0, 0}};\n")
writer.output("switch (tile) ")
writer.block_start()
def calc_pos(tile):
return (tile % width) * tile_width, (tile // width) * tile_height
for index in indices:
base_idx = index[0]
base_pos = calc_pos(base_idx)
positions = [(0, 0)]
for idx in index[1:]:
pos = calc_pos(idx)
positions.append((pos[0] - base_pos[0], pos[1] - base_pos[1]))
str_positions = list(map(lambda x: f"{{{x[0]}, {x[1]}}}", positions))
ret = f"((Vector2 []) {{{', '.join(str_positions)}}})[idx]"
writer.output(f"case {base_idx}: return {ret};\n")
writer.output("default: return (Vector2) {0, 0};\n")
writer.block_end()
writer.block_end()
writer.empty_line()

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@@ -34,12 +34,12 @@ def remove_properties(data, dst_file):
content = open("../rawAssets/game.tsj").read()
tiles = json.loads(content)["tiles"]
all_tiles = json.loads(content)["tiles"]
remove_properties(content, "../assets/game.tsj")
terrain_tiles = extract_by_property(tiles, "terrain")
building_tiles = extract_by_property(tiles, "building")
entity_tiles = extract_by_property(tiles, "entity")
item_tiles = extract_by_property(tiles, "item")
terrain_tiles = extract_by_property(all_tiles, "terrain")
building_tiles = extract_by_property(all_tiles, "building")
entity_tiles = extract_by_property(all_tiles, "entity")
item_tiles = extract_by_property(all_tiles, "item")
writer.header_guard_start()
script_name = os.path.basename(__file__)
@@ -88,6 +88,12 @@ item_writer.output_enum_to_tile("getItemTile")
#item_writer.output_has_handle("itemHasHandle")
#item_writer.output_handle("itemGetHandle")
tile_writer = EnumWriter(writer, all_tiles, "", "")
tile_writer.output_get_text_rect("getTextureRect", 256, 16, 16)
tile_writer.output_base_index("getTileBase", "player")
tile_writer.output_index_tile_offset("getTileOffset", "player", 256, 16, 16)
writer.header_guard_stop()