Add Game as singleton
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@@ -7,24 +7,26 @@
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#include "map_layers.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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if (bzStringDefaultHash("camera") == object.id) {
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GAME->camera.target.x = object.shape.x;
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GAME->camera.target.y = object.shape.y;
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game->camera.target.x = object.shape.x;
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game->camera.target.y = object.shape.y;
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}
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}
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return true;
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}
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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
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if (!objectTileset) return true;
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = ecs_new_id(ECS);
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GAME->entity = e;
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game->entity = e;
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ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
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ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
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ecs_set(ECS, e, Rotation, {0.0f});
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@@ -45,7 +47,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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}
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->entityMap = bzCalloc(sizeof(*game->entityMap), layer->width * layer->height);
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BzTileLayer *ownershipLayer = layer;
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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@@ -75,7 +78,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) {
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for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) {
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GAME->entityMap[yIdx * layer->width + xIdx] = e;
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game->entityMap[yIdx * layer->width + xIdx] = e;
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}
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}
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