Move UI code into s_ui
This commit is contained in:
324
game/main.c
324
game/main.c
@@ -51,90 +51,6 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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return true;
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}
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void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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Vector2 drawPos = {layer->offsetX, layer->offsetY};
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static f32 elapsed = 0.0f;
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elapsed += GetFrameTime();
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile tile = bzTileLayerGetTile(layer, x, y);
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile != -1) {
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if (terrainHasAnimation(tile)) {
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f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
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i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
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i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
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tile = terrainGetAnimationFrame(tile, frameIdx).frame;
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}
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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drawPos.x += (float) tileset->tileWidth;
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}
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drawPos.x = layer->offsetX;
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drawPos.y += (float) tileset->tileHeight;
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}
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}
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void unloadMap(Game *game) {
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ecs_delete_with(ECS, GameEntity);
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if (game->map.isValid) {
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bzTileMapDestroy(&game->map);
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game->map.isValid = false;
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}
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if (game->entityGrid) {
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bzSpatialGridDestroy(game->entityGrid);
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game->entityGrid = NULL;
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}
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}
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void loadMap(Game *game, const char *path) {
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game->map = bzTileMapCreate(&(BzTileMapDesc) {
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.path=path,
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.collisionMap=true,
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.tilesets[0]=game->tileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
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.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
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.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
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});
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game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
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.maxWidth=game->map.width * game->map.tileWidth,
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.maxHeight=game->map.height * game->map.tileHeight,
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.cellWidth=game->map.tileWidth * 4,
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.cellHeight=game->map.tileHeight * 4,
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.userDataSize=sizeof(ecs_entity_t)
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});
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game->camera = (Camera2D){ 0 };
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game->camera.target = (Vector2) {0, 0};
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game->camera.offset = (Vector2) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
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game->camera.rotation = 0.0f;
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game->camera.zoom = 3.0f;
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bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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}
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int cmpDrawData(const void *a, const void *b) {
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const DrawData *lhs = (DrawData *) a;
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const DrawData *rhs = (DrawData *) b;
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@@ -520,240 +436,9 @@ static void renderGame(Game *game, float dt) {
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EndMode2D();
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}
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static void renderGameMenu(Game *game, float dt) {
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// UI
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN |
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BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN |
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BZ_UI_FLEX_ALIGN_CENTER
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});
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// top bar
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f32 topBarHeight = 0.05f;
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BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW |
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BZ_UI_FLEX_ALIGN_CENTER |
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BZ_UI_FLEX_JUSTIFY_START
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});
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Color topBarBG = {0, 0, 0, 50};
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bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
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.normal = topBarBG,
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.hover = topBarBG,
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.active = topBarBG,
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});
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BzTileset *tileset = &game->tileset;
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Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
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Rectangle stoneRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_STONE));
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Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
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Rectangle goldRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_GOLD));
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Rectangle popRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_POP));
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uiGameResCount(100, -1, woodRec, tileset->tiles);
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uiGameResCount(100, -1, stoneRec, tileset->tiles);
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uiGameResCount(100, -1, foodRec, tileset->tiles);
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uiGameResCount(250, -1, goldRec, tileset->tiles);
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uiGameResCount(1, 10, popRec, tileset->tiles);
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bzUIPopParent(UI);
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uiPushDivParentPercentage(1.0f, 0.20f);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const BuildingType buildingOrder[] = {
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BUILDING_HOUSE_01,
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BUILDING_GRANARY,
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BUILDING_WAREHOUSE,
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BUILDING_MARKET,
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BUILDING_MILL,
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BUILDING_HOUSE_02, // placeholder for farm
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BUILDING_BARRACS,
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BUILDING_ARCHERY_RANGE
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};
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const char *buildingNames[] = {
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"House",
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"Granary",
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"Warehouse",
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"Market",
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"Mill",
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"Farm",
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"Barracks",
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"Archery Range"
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};
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i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
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switch (input->state) {
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case INPUT_NONE:
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case INPUT_BUILDING:
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
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});
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for (i32 i = 0; i < numBuildings; i++) {
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BuildingType buildingType = buildingOrder[i];
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Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
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// Adjust for size
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i32 sizeX = 1, sizeY = 1;
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getBuildingSize(buildingType, &sizeX, &sizeY);
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rec.width *= sizeX;
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rec.height *= sizeY;
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Texture2D tex = tileset->tiles;
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bool selected = input->building == buildingOrder[i];
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uiGameBuild(buildingNames[i], rec, tex, &selected);
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if (selected) {
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input->building = buildingOrder[i];
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input->state = INPUT_BUILDING;
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}
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}
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break;
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case INPUT_SELECTED_UNITS:
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break;
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case INPUT_SELECTED_OBJECT:
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break;
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case INPUT_SELECTED_BUILDING:
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break;
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}
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bzUISetDebugMode(UI, true);
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bzUIEnd(UI);
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bzUISetDebugMode(UI, false);
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}
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static void renderPauseMenu(Game *game, float dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN
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});
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uiPushDivParentPercentage(1.0f, 0.4f);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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uiMainMenuLabel("Paused");
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bzUIPopParent(UI);
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uiPushDivParentPercentage(1.0f, 0.6f);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
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});
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if (uiMainMenuButton("Resume")) {
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setScreen(game, SCREEN_GAME);
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}
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if (uiMainMenuButton("Exit")) {
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setScreen(game, SCREEN_MAIN_MENU);
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unloadMap(game);
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loadMap(game, "assets/maps/main_menu_01.tmj");
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}
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bzUIPopParent(UI);
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bzUIEnd(UI);
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}
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static void renderMainMenu(Game *game, float dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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game->camera.zoom = 3 * uiGetScale();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN
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});
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uiPushDivParentPercentage(1.0f, 0.4f);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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uiMainMenuLabel("Pixel Defense");
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bzUIPopParent(UI);
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uiPushDivParentPercentage(1.0f, 0.6f);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
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});
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if (uiMainMenuButton("Play")) {
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setScreen(game, SCREEN_GAME);
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unloadMap(game);
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loadMap(game, "assets/maps/tree_test.tmj");
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}
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if (uiMainMenuButton("Settings")) {
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setScreen(game, SCREEN_SETTINGS);
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}
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if (uiMainMenuButton("Exit")) {
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bzGameExit();
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}
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bzUIPopParent(UI);
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bzUIEnd(UI);
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}
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static void renderSettings(Game *game, float dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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game->camera.zoom = 3 * uiGetScale();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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bzUIPushDiv(UI, (BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f},
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(BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f});
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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static Options opts;
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if (game->screenPrevFrame != SCREEN_SETTINGS)
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opts = game->options;
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uiSettingsLabel("Video");
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uiSettingsCheckbox("Fullscreen", &opts.fullscreen);
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uiSettingsCheckbox("V-Sync", &opts.vsync);
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uiSettingsLabel("Audio");
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uiSettingsSlider("Master: ", &opts.master);
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uiSettingsSlider("Music: ", &opts.music);
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uiSettingsSlider("Sound: ", &opts.sound);
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bzUIPopParent(UI);
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bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.8f},
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(BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.2f});
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
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});
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if (uiSettingsButton("Back")) {
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setScreen(game, SCREEN_MAIN_MENU);
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}
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if (uiSettingsButton("Reset")) {
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opts = game->options;
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}
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if (uiSettingsButton("Apply")) {
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game->options = opts;
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setScreen(game, SCREEN_MAIN_MENU);
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}
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bzUIEnd(UI);
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}
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void render(float dt, void *userData) {
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BZ_UNUSED(userData);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get(ECS, InputState);;
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Color shadow = BLACK;
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shadow.a = 35;
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@@ -761,23 +446,22 @@ void render(float dt, void *userData) {
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switch (game->screen) {
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case SCREEN_GAME:
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renderGame(game, dt);
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renderGameMenu(game, dt);
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drawGameUI(game, dt);
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break;
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case SCREEN_PAUSE_MENU:
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renderGame(game, dt);
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drawOverScreen(shadow);
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renderPauseMenu(game, dt);
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drawPauseUI(game, dt);
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break;
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case SCREEN_MAIN_MENU:
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renderGame(game, dt);
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drawOverScreen(shadow);
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renderMainMenu(game, dt);
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drawMainMenuUI(game, dt);
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break;
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case SCREEN_SETTINGS:
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renderGame(game, dt);
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drawOverScreen(shadow);
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renderSettings(game, dt);
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game->screenPrevFrame = SCREEN_SETTINGS;
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drawSettingsUI(game, dt);
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break;
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}
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}
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@@ -116,3 +116,88 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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}
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return true;
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}
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void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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Vector2 drawPos = {layer->offsetX, layer->offsetY};
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static f32 elapsed = 0.0f;
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elapsed += GetFrameTime();
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile tile = bzTileLayerGetTile(layer, x, y);
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile != -1) {
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if (terrainHasAnimation(tile)) {
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f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
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i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
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i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
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tile = terrainGetAnimationFrame(tile, frameIdx).frame;
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}
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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drawPos.x += (float) tileset->tileWidth;
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}
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drawPos.x = layer->offsetX;
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drawPos.y += (float) tileset->tileHeight;
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}
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}
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void loadMap(Game *game, const char *path) {
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game->map = bzTileMapCreate(&(BzTileMapDesc) {
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.path=path,
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.collisionMap=true,
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.tilesets[0]=game->tileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
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.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
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.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
|
||||
});
|
||||
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
|
||||
.maxWidth=game->map.width * game->map.tileWidth,
|
||||
.maxHeight=game->map.height * game->map.tileHeight,
|
||||
.cellWidth=game->map.tileWidth * 4,
|
||||
.cellHeight=game->map.tileHeight * 4,
|
||||
.userDataSize=sizeof(ecs_entity_t)
|
||||
});
|
||||
|
||||
game->camera = (Camera2D){ 0 };
|
||||
game->camera.target = (Vector2) {0, 0};
|
||||
game->camera.offset = (Vector2) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
|
||||
game->camera.rotation = 0.0f;
|
||||
game->camera.zoom = 3.0f;
|
||||
|
||||
bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
|
||||
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
|
||||
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
|
||||
|
||||
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
|
||||
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
|
||||
|
||||
}
|
||||
void unloadMap(Game *game) {
|
||||
ecs_delete_with(ECS, GameEntity);
|
||||
if (game->map.isValid) {
|
||||
bzTileMapDestroy(&game->map);
|
||||
game->map.isValid = false;
|
||||
}
|
||||
if (game->entityGrid) {
|
||||
bzSpatialGridDestroy(game->entityGrid);
|
||||
game->entityGrid = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,4 +14,9 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer);
|
||||
|
||||
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer);
|
||||
|
||||
typedef struct Game Game;
|
||||
|
||||
void loadMap(Game *game, const char *path);
|
||||
void unloadMap(Game *game);
|
||||
|
||||
#endif //PIXELDEFENSE_MAP_INITIALIZATION_H
|
||||
|
||||
@@ -1,15 +1,236 @@
|
||||
#include "systems.h"
|
||||
|
||||
#include "../game_state.h"
|
||||
#include "../input.h"
|
||||
#include "../map_init.h"
|
||||
#include "../ui_widgets.h"
|
||||
|
||||
void uiTask(ecs_iter_t *it) {
|
||||
const Game *game = ecs_singleton_get(ECS, Game);
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
Vector2 worldPos = GetScreenToWorld2D(mousePos, game->camera);
|
||||
void drawGameUI(Game *game, f32 dt) {
|
||||
// UI
|
||||
i32 width = GetScreenWidth();
|
||||
i32 height = GetScreenHeight();
|
||||
bzUIBegin(UI, width, height);
|
||||
|
||||
const BzTileMap *map = &game->map;
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN |
|
||||
BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN |
|
||||
BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
// top bar
|
||||
f32 topBarHeight = 0.05f;
|
||||
BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_ROW |
|
||||
BZ_UI_FLEX_ALIGN_CENTER |
|
||||
BZ_UI_FLEX_JUSTIFY_START
|
||||
});
|
||||
Color topBarBG = {0, 0, 0, 50};
|
||||
bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
|
||||
.normal = topBarBG,
|
||||
.hover = topBarBG,
|
||||
.active = topBarBG,
|
||||
});
|
||||
BzTileset *tileset = &game->tileset;
|
||||
Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
|
||||
Rectangle stoneRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_STONE));
|
||||
Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
|
||||
Rectangle goldRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_GOLD));
|
||||
Rectangle popRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_POP));
|
||||
uiGameResCount(100, -1, woodRec, tileset->tiles);
|
||||
uiGameResCount(100, -1, stoneRec, tileset->tiles);
|
||||
uiGameResCount(100, -1, foodRec, tileset->tiles);
|
||||
uiGameResCount(250, -1, goldRec, tileset->tiles);
|
||||
uiGameResCount(1, 10, popRec, tileset->tiles);
|
||||
bzUIPopParent(UI);
|
||||
|
||||
i32 tileX = (i32) worldPos.x / map->tileWidth;
|
||||
i32 tileY = (i32) worldPos.y / map->tileHeight;
|
||||
uiPushDivParentPercentage(1.0f, 0.20f);
|
||||
InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
||||
|
||||
const BuildingType buildingOrder[] = {
|
||||
BUILDING_HOUSE_01,
|
||||
BUILDING_GRANARY,
|
||||
BUILDING_WAREHOUSE,
|
||||
BUILDING_MARKET,
|
||||
BUILDING_MILL,
|
||||
BUILDING_HOUSE_02, // placeholder for farm
|
||||
BUILDING_BARRACS,
|
||||
BUILDING_ARCHERY_RANGE
|
||||
};
|
||||
const char *buildingNames[] = {
|
||||
"House",
|
||||
"Granary",
|
||||
"Warehouse",
|
||||
"Market",
|
||||
"Mill",
|
||||
"Farm",
|
||||
"Barracks",
|
||||
"Archery Range"
|
||||
};
|
||||
i32 numBuildings = sizeof(buildingOrder) / sizeof(*buildingOrder);
|
||||
|
||||
switch (input->state) {
|
||||
case INPUT_NONE:
|
||||
case INPUT_BUILDING:
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_ALIGN_CENTER | BZ_UI_FLEX_JUSTIFY_START
|
||||
});
|
||||
for (i32 i = 0; i < numBuildings; i++) {
|
||||
BuildingType buildingType = buildingOrder[i];
|
||||
Rectangle rec = bzTilesetGetTileRegion(tileset, getBuildingTile(buildingType));
|
||||
// Adjust for size
|
||||
i32 sizeX = 1, sizeY = 1;
|
||||
getBuildingSize(buildingType, &sizeX, &sizeY);
|
||||
rec.width *= sizeX;
|
||||
rec.height *= sizeY;
|
||||
Texture2D tex = tileset->tiles;
|
||||
bool selected = input->building == buildingOrder[i];
|
||||
uiGameBuild(buildingNames[i], rec, tex, &selected);
|
||||
if (selected) {
|
||||
input->building = buildingOrder[i];
|
||||
input->state = INPUT_BUILDING;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case INPUT_SELECTED_UNITS:
|
||||
break;
|
||||
case INPUT_SELECTED_OBJECT:
|
||||
break;
|
||||
case INPUT_SELECTED_BUILDING:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
bzUISetDebugMode(UI, true);
|
||||
bzUIEnd(UI);
|
||||
bzUISetDebugMode(UI, false);
|
||||
}
|
||||
|
||||
void drawPauseUI(Game *game, f32 dt) {
|
||||
i32 width = GetScreenWidth();
|
||||
i32 height = GetScreenHeight();
|
||||
|
||||
bzUIBegin(UI, width, height);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN
|
||||
});
|
||||
|
||||
uiPushDivParentPercentage(1.0f, 0.4f);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
uiMainMenuLabel("Paused");
|
||||
bzUIPopParent(UI);
|
||||
|
||||
uiPushDivParentPercentage(1.0f, 0.6f);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
if (uiMainMenuButton("Resume")) {
|
||||
setScreen(game, SCREEN_GAME);
|
||||
}
|
||||
if (uiMainMenuButton("Exit")) {
|
||||
setScreen(game, SCREEN_MAIN_MENU);
|
||||
unloadMap(game);
|
||||
loadMap(game, "assets/maps/main_menu_01.tmj");
|
||||
}
|
||||
bzUIPopParent(UI);
|
||||
bzUIEnd(UI);
|
||||
}
|
||||
|
||||
void drawMainMenuUI(Game *game, f32 dt) {
|
||||
i32 width = GetScreenWidth();
|
||||
i32 height = GetScreenHeight();
|
||||
|
||||
game->camera.zoom = 3 * uiGetScale();
|
||||
|
||||
bzUIBegin(UI, width, height);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN
|
||||
});
|
||||
|
||||
uiPushDivParentPercentage(1.0f, 0.4f);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
uiMainMenuLabel("Pixel Defense");
|
||||
bzUIPopParent(UI);
|
||||
|
||||
uiPushDivParentPercentage(1.0f, 0.6f);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
if (uiMainMenuButton("Play")) {
|
||||
setScreen(game, SCREEN_GAME);
|
||||
unloadMap(game);
|
||||
loadMap(game, "assets/maps/tree_test.tmj");
|
||||
}
|
||||
if (uiMainMenuButton("Settings")) {
|
||||
setScreen(game, SCREEN_SETTINGS);
|
||||
}
|
||||
if (uiMainMenuButton("Exit")) {
|
||||
bzGameExit();
|
||||
}
|
||||
bzUIPopParent(UI);
|
||||
bzUIEnd(UI);
|
||||
}
|
||||
|
||||
void drawSettingsUI(Game *game, f32 dt) {
|
||||
i32 width = GetScreenWidth();
|
||||
i32 height = GetScreenHeight();
|
||||
|
||||
game->camera.zoom = 3 * uiGetScale();
|
||||
|
||||
bzUIBegin(UI, width, height);
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
|
||||
bzUIPushDiv(UI, (BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f},
|
||||
(BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f});
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
static Options opts;
|
||||
if (game->screenPrevFrame != SCREEN_SETTINGS)
|
||||
opts = game->options;
|
||||
uiSettingsLabel("Video");
|
||||
uiSettingsCheckbox("Fullscreen", &opts.fullscreen);
|
||||
uiSettingsCheckbox("V-Sync", &opts.vsync);
|
||||
|
||||
uiSettingsLabel("Audio");
|
||||
uiSettingsSlider("Master: ", &opts.master);
|
||||
uiSettingsSlider("Music: ", &opts.music);
|
||||
uiSettingsSlider("Sound: ", &opts.sound);
|
||||
|
||||
bzUIPopParent(UI);
|
||||
bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.8f},
|
||||
(BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.2f});
|
||||
bzUISetParentLayout(UI, (BzUILayout) {
|
||||
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
||||
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
||||
});
|
||||
|
||||
if (uiSettingsButton("Back")) {
|
||||
setScreen(game, SCREEN_MAIN_MENU);
|
||||
}
|
||||
if (uiSettingsButton("Reset")) {
|
||||
opts = game->options;
|
||||
}
|
||||
if (uiSettingsButton("Apply")) {
|
||||
game->options = opts;
|
||||
setScreen(game, SCREEN_MAIN_MENU);
|
||||
}
|
||||
|
||||
bzUIEnd(UI);
|
||||
}
|
||||
|
||||
@@ -162,6 +162,11 @@ void drawPlayerInputUI();
|
||||
* UI systems
|
||||
**********************************/
|
||||
|
||||
void drawGameUI(Game *game, f32 dt);
|
||||
void drawPauseUI(Game *game, f32 dt);
|
||||
void drawMainMenuUI(Game *game, f32 dt);
|
||||
void drawSettingsUI(Game *game, f32 dt);
|
||||
|
||||
/**********************************
|
||||
* Utils
|
||||
**********************************/
|
||||
|
||||
Reference in New Issue
Block a user