#include #include #include #include #include #include "world/tileset.h" static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vector2 pos) { Rectangle rec = {(tid % tileSetWidth) * size, (tid / tileSetWidth) * size, size, size}; DrawTextureRec(texture, rec, pos, WHITE); } static void drawLayer(cute_tiled_layer_t *layer, Tileset *tileset) { Vector2 pos = {layer->offsetx, layer->offsety}; for (int y = 0; y < layer->height; y++) { for (int x = 0; x < layer->width; x++) { int tile = layer->data[y * layer->width + x]; if (tile - tileset->startID != -1) { Rectangle rec = tilesetGetTileRegion(tileset, tile); DrawTextureRec(tileset->tiles, rec, pos, WHITE); } pos.x += tileset->tileWidth; } pos.x = layer->offsetx; pos.y += tileset->tileHeight; } } int main(void) { const int screenWidth = 1280; const int screenHeight = 720; InitWindow(screenWidth, screenHeight, "PixelDefense"); SetTargetFPS(60); cute_tiled_map_t* map = cute_tiled_load_map_from_file("assets/maps/test.tmj", NULL); cute_tiled_tileset_t *terrainSource = cute_tiled_load_external_tileset("assets/terrain.tsj", NULL); cute_tiled_tileset_t *buildingsSource = cute_tiled_load_external_tileset("assets/buildings.tsj", NULL); Tileset terrainTileset = tilesetCreate( &(TilesetDesc) { .source=terrainSource, .assetDir="assets" }); Tileset buildingsTileset = tilesetCreate(&(TilesetDesc) { .source=buildingsSource, .assetDir="assets" }); cute_tiled_tileset_t *tileset = map->tilesets; terrainTileset.startID = tileset->firstgid; tileset = tileset->next; buildingsTileset.startID = tileset->firstgid; cute_tiled_free_external_tileset(terrainSource); cute_tiled_free_external_tileset(buildingsSource); cute_tiled_layer_t *terrain = NULL; cute_tiled_layer_t *trees = NULL; cute_tiled_layer_t *trees2 = NULL; cute_tiled_layer_t *buildings = NULL; // loop over the map's layers cute_tiled_layer_t* layer = map->layers; while (layer) { int* data = layer->data; int data_count = layer->data_count; if (strcmp("Terrain", layer->name.ptr) == 0) { terrain = layer; } else if (strcmp("Foliage", layer->name.ptr) == 0) { } else if (strcmp("Trees", layer->name.ptr) == 0) { trees = layer; } else if (strcmp("TreesS", layer->name.ptr) == 0) { trees2 = layer; } else if (strcmp("Buildings", layer->name.ptr) == 0) { buildings = layer; } layer = layer->next; } Camera2D camera = { 0 }; camera.target = (Vector2) {0, 0}; camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f}; camera.rotation = 0.0f; camera.zoom = 1.0f; while (!WindowShouldClose()) { if (IsKeyPressed(KEY_ESCAPE)) { break; } if (IsKeyDown(KEY_W)) camera.target.y -= 20; if (IsKeyDown(KEY_S)) camera.target.y += 20; if (IsKeyDown(KEY_A)) camera.target.x -= 20; if (IsKeyDown(KEY_D)) camera.target.x += 20; if (IsKeyDown(KEY_Q)) camera.rotation--; if (IsKeyDown(KEY_E)) camera.rotation++; camera.zoom += ((float)GetMouseWheelMove()*0.05f); BeginDrawing(); BeginMode2D(camera); ClearBackground(RAYWHITE); drawLayer(terrain, &terrainTileset); drawLayer(trees, &terrainTileset); drawLayer(trees2, &terrainTileset); drawLayer(buildings, &buildingsTileset); EndMode2D(); EndDrawing(); } tilesetDestroy(&terrainTileset); tilesetDestroy(&buildingsTileset); cute_tiled_free_map(map); CloseWindow(); return 0; }