#include #include "systems.h" #include "utils/building_types.h" #include "components.h" #include "game_state.h" #include "map_init.h" #include "map_layers.h" #include "buildings.h" #include "pathfinding.h" ECS_COMPONENT_DECLARE(Game); bool init(void *userData); void deinit(void *userData); void update(float dt, void *userData); void render(float dt, void *userData); void imguiRender(float dt, void *userData); bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) { appDesc->width = 1280; appDesc->height = 720; appDesc->title = "PixelDefense"; appDesc->fps = 60; appDesc->init = (BzAppInitFunc) init; appDesc->deinit = (BzAppDeinitFunc) deinit; appDesc->update = (BzAppUpdateFunc) update; appDesc->render = (BzAppRenderFunc) render; appDesc->imguiRender = (BzAppRenderFunc) imguiRender; appDesc->userData = NULL; appDesc->useFlecs = true; return true; } bool init(void *userData) { BZ_UNUSED(userData); SetExitKey(-1); ECS_COMPONENT_DEFINE(ECS, Game); initComponentIDs(ECS); // For ecs explorer //ecs_singleton_set(ECS, EcsRest, {0}); //ECS_IMPORT(ECS, FlecsMonitor); ecs_singleton_set(ECS, Game, {}); Game *game = ecs_singleton_get_mut(ECS, Game); // init pools game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) { .objectSize=sizeof(PathData), .numObjects=512 }); int screenWidth = 1280; int screenHeight = 720; game->camera = (Camera2D){ 0 }; game->camera.target = (Vector2) {0, 0}; game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f}; game->camera.rotation = 0.0f; game->camera.zoom = 1.0f; game->frameDuration = 0.16f; game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) { .path="assets/terrain.tsj", .texturePath="assets/terrain.png" }); game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) { .path="assets/buildings.tsj", .texturePath="assets/buildings.png" }); game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) { .path="assets/entities.tsj", .texturePath="assets/entities.png" }); game->map = bzTileMapCreate(&(BzTileMapDesc) { .path="assets/maps/test.tmj", .generateColliderMap=true, .tilesets[0]=game->terrainTileset, .tilesets[1]=game->buildingsTileset, .tilesets[2]=game->entitiesTileset, .layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain", .applyColliders=true}, .layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"}, .layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"}, .layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"}, .layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings", .applyColliders=true}, .layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER}, .objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"}, .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 * 5, .cellHeight=game->map.tileHeight * 5, .userDataSize=sizeof(ecs_entity_t) }); bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer); bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer); bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer); bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer); bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer); ECS_SYSTEM(ECS, uiTask, EcsOnUpdate, 0); ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion); ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion); ECS_SYSTEM(ECS, entityUpdatePhysics, EcsOnUpdate, Position, Size, SpatialGridID); ECS_SYSTEM(ECS, drawDebugPath, EcsOnUpdate, Path); ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain); ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings); ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities); ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition); ECS_OBSERVER(ECS, startPath, EcsOnSet, Path); return true; } void deinit(void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); bzTileMapDestroy(&game->map); bzTilesetDestroy(&game->terrainTileset); bzTilesetDestroy(&game->buildingsTileset); bzTilesetDestroy(&game->entitiesTileset); bzObjectPoolDestroy(game->pools.pathData); bzSpatialGridDestroy(game->entityGrid); ecs_singleton_remove(ECS, Game); } void update(float dt, void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); char titleBuf[32]; snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000); SetWindowTitle(titleBuf); ImGuiIO *io = igGetIO(); if (io->WantCaptureMouse || io->WantCaptureKeyboard) return; if (IsKeyDown(KEY_W)) game->camera.target.y -= 20; if (IsKeyDown(KEY_S)) game->camera.target.y += 20; if (IsKeyDown(KEY_A)) game->camera.target.x -= 20; if (IsKeyDown(KEY_D)) game->camera.target.x += 20; if (IsKeyDown(KEY_Q)) game->camera.rotation--; if (IsKeyDown(KEY_E)) game->camera.rotation++; game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f); BzTileMap *map = &game->map; Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); int tileX = (int) worldPos.x / map->tileWidth; int tileY = (int) worldPos.y / map->tileHeight; if (IsKeyPressed(KEY_ESCAPE) || IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) { game->input.state = INPUT_NONE; } if (game->input.state == INPUT_NONE) { game->input.building = 0; } switch (game->input.state) { case INPUT_NONE: break; case INPUT_PLACING: BZ_ASSERT(game->input.building); BzTile sizeX = 0, sizeY = 0; getBuildingSize(game->input.building, &sizeX, &sizeY); bool canPlace = canPlaceBuilding(&game->map, game->input.building, tileX, tileY); if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { placeBuilding(&game->map, game->input.building, tileX, tileY); } game->input.buildingCanPlace = canPlace; game->input.buildingPos = (TilePosition) {tileX, tileY}; game->input.buildingSize = (TileSize) {sizeX, sizeY}; break; case INPUT_DRAGGING: break; case INPUT_SELECTED_UNITS: break; case INPUT_SELECTED_OBJECT: break; } if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { game->input.mouseDown = GetMousePosition(); game->input.mouseDownElapsed = 0; bzLogInfo("Pressed"); } else if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { game->input.mouseDownElapsed += dt; bzLogInfo("Down: %.2f", game->input.mouseDownElapsed); } else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) { bzLogInfo("Released"); } } void render(float dt, void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); ClearBackground(RAYWHITE); BeginMode2D(game->camera); bzTileMapDraw(&game->map); bzTileMapDrawColliders(&game->map); if (game->input.building) { Color placeColor = game->input.buildingCanPlace ? (Color) {0, 255, 0, 200} : (Color) {255, 0, 0, 200}; BzTile width = game->map.tileWidth; BzTile height = game->map.tileHeight; DrawRectangleLines(game->input.buildingPos.x * width, game->input.buildingPos.y * height, game->input.buildingSize.sizeX * width, game->input.buildingSize.sizeY * height, placeColor); } bzSpatialGridDrawDebugGrid(game->entityGrid); Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); int tileX = (int) worldPos.x / 16; int tileY = (int) worldPos.y / 16; static PathNode *heap = NULL; if (!heap) heap = bzHeapCreate(PathNode, game->map.width * game->map.height); if (!ecs_has(ECS, game->entity, Path) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { Path path = {}; const Position *start = ecs_get(ECS, game->entity, Position); findPath(&(PathfindingDesc) { .start=(TilePosition) { (int) (start->x / game->map.tileWidth), (int) (start->y / game->map.tileHeight) }, .target=(TilePosition) {tileX, tileY}, .map=&game->map, .heap=heap, .outPath=&path, .pool=game->pools.pathData }); if (path.paths) { ecs_set_ptr(ECS, game->entity, Path, &path); } } ecs_progress(ECS, dt); EndMode2D(); } void imguiRender(float dt, void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igBegin("Debug Menu", NULL, 0); if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) { } if (igCollapsingHeader_TreeNodeFlags("Resources", 0)) { igText("Wood: %lld", game->resources.wood); igText("Iron: %lld", game->resources.iron); igText("Food: %lld", game->resources.food); igText("Gold: %lld", game->resources.gold); igText("Population: %lld", game->resources.pop); } if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) { for (int i = 0; i < BUILDINGS_COUNT; i++) { if (igSelectable_Bool(getBuildingStr(i), game->input.building == i, 0, (ImVec2){0, 0})) game->input.building = i; } if (game->input.building) game->input.state = INPUT_PLACING; } if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) { igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0); } igEnd(); igShowDemoWindow(NULL); }