Proper layer rendering

This commit is contained in:
2023-11-08 08:37:09 +01:00
parent 120cb7503b
commit ca1cd4b1f9
8 changed files with 218 additions and 89 deletions

View File

@@ -1,54 +1,21 @@
#include <stdio.h>
#include <flecs.h>
#include <cute_tiled.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vector2 pos) {
Rectangle rec = {(tid % tileSetWidth) * size, (tid / tileSetWidth) * size, size, size};
DrawTextureRec(texture, rec, pos, WHITE);
}
static void drawLayer(cute_tiled_layer_t *layer, BzTileset *tileset) {
Vector2 pos = {layer->offsetx, layer->offsety};
for (int y = 0; y < layer->height; y++) {
for (int x = 0; x < layer->width; x++) {
int tile = layer->data[y * layer->width + x];
if (tile - tileset->startID != -1) {
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, pos, WHITE);
}
pos.x += tileset->tileWidth;
}
pos.x = layer->offsetx;
pos.y += tileset->tileHeight;
}
}
typedef struct Game {
cute_tiled_map_t *map;
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
cute_tiled_layer_t *terrain;
cute_tiled_layer_t *trees;
cute_tiled_layer_t *trees2;
cute_tiled_layer_t *buildings;
BzTileMap map;
} Game;
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);
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj",
.texturePath="assets/terrain.png"
@@ -58,42 +25,12 @@ bool init(Game *game) {
.texturePath="assets/buildings.png"
});
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset
});
cute_tiled_tileset_t *tileset = game->map->tilesets;
game->terrainTileset.startID = tileset->firstgid;
tileset = tileset->next;
game->buildingsTileset.startID = tileset->firstgid;
cute_tiled_free_external_tileset(terrainSource);
cute_tiled_free_external_tileset(buildingsSource);
game->terrain = NULL;
game->trees = NULL;
game->trees2 = NULL;
game->buildings = NULL;
// loop over the map's 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) {
game->terrain = layer;
} else if (strcmp("Foliage", layer->name.ptr) == 0) {
} else if (strcmp("Trees", layer->name.ptr) == 0) {
game->trees = layer;
} else if (strcmp("TreesS", layer->name.ptr) == 0) {
game->trees2 = layer;
} else if (strcmp("Buildings", layer->name.ptr) == 0) {
game->buildings = layer;
}
layer = layer->next;
}
int screenWidth = 1280;
int screenHeight = 720;
@@ -108,7 +45,7 @@ bool init(Game *game) {
void deinit(Game *game) {
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
cute_tiled_free_map(game->map);
bzTileMapDestroy(&game->map);
}
void render(float dt, Game *game) {
Camera2D *camera = &game->camera;
@@ -126,10 +63,7 @@ void render(float dt, Game *game) {
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
drawLayer(game->terrain, &game->terrainTileset);
drawLayer(game->trees, &game->terrainTileset);
drawLayer(game->trees2, &game->terrainTileset);
drawLayer(game->buildings, &game->buildingsTileset);
bzTileMapDraw(&game->map);
EndMode2D();
EndDrawing();