Update to use game_tileset.h

This commit is contained in:
2023-12-13 15:37:41 +01:00
parent 20aee8ffae
commit ce519fe409
14 changed files with 411 additions and 374 deletions

View File

@@ -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);