Update to use game_tileset.h
This commit is contained in:
@@ -31,13 +31,14 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
|
||||
ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
|
||||
(Size) {object.shape.sizeX, object.shape.sizeY},
|
||||
game->entityGrid, objectTileset, object.gid);
|
||||
ecs_set(ECS, e, Animation, {
|
||||
/*ecs_set(ECS, e, Animation, {
|
||||
.entityType=ENTITY_WORKER,
|
||||
.tileset = objectTileset,
|
||||
.curFrame=0,
|
||||
.frameDuration=0.6f + (i % 10) * 0.05f,
|
||||
.elapsed=i * 0.1f,
|
||||
});
|
||||
*/
|
||||
bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
|
||||
//EntityArms arms = {
|
||||
// .left=ecs_new_id(ECS),
|
||||
@@ -64,7 +65,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
|
||||
BzTile buildingRawTile = buildingData[y * layer->width + x];
|
||||
BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
|
||||
buildingTile = getTileBuilding(buildingTile);
|
||||
if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
|
||||
if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
|
||||
// We have a building
|
||||
TileSize size = {};
|
||||
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
|
||||
@@ -79,9 +80,9 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
|
||||
ownerTile = getTileBuilding(ownerTile);
|
||||
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
|
||||
ecs_add_id(ECS, e, Selectable);
|
||||
if (buildingTile == BUILDINGS_WAREHOUSE) {
|
||||
ecs_set(ECS, e, Storage, {});
|
||||
}
|
||||
//if (buildingTile == BUILDINGS_WAREHOUSE) {
|
||||
// ecs_set(ECS, e, Storage, {});
|
||||
//}
|
||||
|
||||
//bzTileMapUpdateCollider(&GAME.map, x, y);
|
||||
}
|
||||
@@ -137,12 +138,14 @@ ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzT
|
||||
ecs_set(ECS, e, Velocity, {});
|
||||
ecs_set(ECS, e, Steering, {});
|
||||
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
|
||||
/*
|
||||
ecs_set(ECS, e, Animation, {
|
||||
.entityType=ENTITY_WORKER,
|
||||
.tileset = tileset,
|
||||
.curFrame=0,
|
||||
});
|
||||
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
|
||||
*/
|
||||
ecs_add_id(ECS, e, Selectable);
|
||||
ecs_add_id(ECS, e, Unit);
|
||||
ecs_add_id(ECS, e, Worker);
|
||||
|
||||
Reference in New Issue
Block a user