#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" #include #include ECS_COMPONENT_DECLARE(Game); ECS_COMPONENT_DECLARE(InputState); ecs_world_t *ECS = NULL; static ecs_entity_t renderCollidersSystem; static ecs_entity_t renderDebugPathSystem; 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; return true; } bool init(void *userData) { BZ_UNUSED(userData); SetExitKey(0); ECS = ecs_init(); initComponentIDs(ECS); // For ecs explorer //ecs_singleton_set(ECS, EcsRest, {0}); //ECS_IMPORT(ECS, FlecsMonitor); ECS_COMPONENT_DEFINE(ECS, Game); ecs_singleton_set(ECS, Game, {}); Game *game = ecs_singleton_get_mut(ECS, Game); ECS_COMPONENT_DEFINE(ECS, InputState); ecs_singleton_set(ECS, InputState, {}); InputState *input = ecs_singleton_get_mut(ECS, InputState); input->LMB = MOUSE_LEFT_BUTTON; input->RMB = MOUSE_RIGHT_BUTTON; input->MMB = MOUSE_MIDDLE_BUTTON; input->ESC = KEY_ESCAPE; input->CLICK_LIMIT = 0.2f; input->entities = bzArrayCreate(ecs_entity_t, 16); // 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", .generateCollisionMap=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 * 4, .cellHeight=game->map.tileHeight * 4, .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_OBSERVER(ECS, entitySpatialRemoved, EcsOnRemove, Position, SpatialGridID); ECS_OBSERVER(ECS, pathRemoved, EcsOnRemove, Path); ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID); ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, AngularVelocity, SteeringOutput); ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Position, Rotation, Velocity, AngularVelocity, SteeringOutput, Path); ECS_SYSTEM(ECS, renderDebugPath, 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_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size); renderDebugPathSystem = renderDebugPath; renderCollidersSystem = renderColliders; game->debugDraw.mapColliders = true; game->debugDraw.spatialGrid = true; return true; } void deinit(void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); InputState *input = ecs_singleton_get_mut(ECS, InputState); bzTileMapDestroy(&game->map); bzTilesetDestroy(&game->terrainTileset); bzTilesetDestroy(&game->buildingsTileset); bzTilesetDestroy(&game->entitiesTileset); Game gameCopy = *game; InputState inputCopy = *input; ecs_fini(ECS); ECS = NULL; bzArrayDestroy(inputCopy.entities); bzObjectPoolDestroy(gameCopy.pools.pathData); bzSpatialGridDestroy(gameCopy.entityGrid); } void update(float dt, void *userData) { BZ_UNUSED(userData); char titleBuf[32]; snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000); SetWindowTitle(titleBuf); updatePlayerInput(NULL); } static bool isUnitObstructed(f32 x, f32 y, BzTileMap *map) { return bzTileMapHasCollision(map, x / map->tileWidth, y / map->tileHeight); } static bool canPlaceUnit(Vector2 pos, f32 space, BzTileMap *map) { for (i32 y = -1; y <= 1; y++) { for (i32 x = -1; x <= 1; x++) { if (isUnitObstructed(pos.x + x * space, pos.y + y * space, map)) return false; } } return true; } static void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces) { BZ_UNUSED(outPlaces); f32 angle = Vector2Angle(start, end); Vector2 size = {Vector2Distance(start, end), 20.0f}; Rectangle rec = {start.x, start.y, size.x, size.y}; Color color = RED; color.a = 80; Vector2 pos = Vector2Zero(); pos.x = unitSpacing; for (i32 i = 0; i < numUnits; i++) { if (pos.x + unitSpacing * 2.0f > size.x) { pos.x = unitSpacing; pos.y += unitSpacing * 2.0f; } Vector2 unitPos = Vector2Add(start, Vector2Rotate(pos, angle)); Color color = ORANGE; if (!canPlaceUnit(unitPos, 4.0f, map)) { color = RED; color.a = 80; i--; } else { bzArrayPush(*outPlaces, unitPos); } DrawCircle(unitPos.x, unitPos.y, 2.0f, color); pos.x += unitSpacing * 2.0f; } static char buf[128]; snprintf(buf, sizeof(buf), "Num units: %d", bzArraySize(*outPlaces)); DrawText(buf, 800, 200, 32, BLUE); } void render(float dt, void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); InputState *input = ecs_singleton_get_mut(ECS, InputState); ClearBackground(RAYWHITE); BeginMode2D(game->camera); bzTileMapDraw(&game->map); Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); switch (input->state) { case INPUT_NONE: if (IsMouseButtonDown(input->LMB) && input->mouseDownElapsed > input->CLICK_LIMIT) { Vector2 start = input->mouseDownWorld; Vector2 end = worldPos; if (start.x > end.x) { f32 tmp = start.x; start.x = end.x; end.x = tmp; } if (start.y > end.y) { f32 tmp = start.y; start.y = end.y; end.y = tmp; } Rectangle area = {start.x, start.y, end.x - start.x, end.y - start.y}; DrawRectangleLines(area.x, area.y, area.width, area.height, RED); } break; case INPUT_BUILDING: { Color placeColor = input->buildingCanPlace ? (Color) {0, 255, 0, 200} : (Color) {255, 0, 0, 200}; BzTile width = game->map.tileWidth; BzTile height = game->map.tileHeight; DrawRectangleLines(input->buildingPos.x * width, input->buildingPos.y * height, input->buildingSize.sizeX * width, input->buildingSize.sizeY * height, placeColor); break; } case INPUT_SELECTED_UNITS: break; case INPUT_SELECTED_OBJECT: break; case INPUT_SELECTED_BUILDING: break; } #if 0 Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); int tileX = (int) worldPos.x / 16; int tileY = (int) worldPos.y / 16; i32 numUnits = 240; static Vector2 *units = NULL; if (!units) units = bzArrayCreate(Vector2, 3); if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && game->input.mouseDownElapsed > 0.1) { Vector2 start = game->input.mouseDownWorld; Vector2 end = worldPos; //bzArrayClear(units); placeUnits(numUnits, 3.5f, start, end, &game->map, &units); if (start.x > end.x) { f32 tmp = start.x; start.x = end.x; end.x = tmp; } if (start.y > end.y) { f32 tmp = start.y; start.y = end.y; end.y = tmp; } Vector2 size = Vector2Subtract(end, start); DrawRectangleLines(start.x, start.y, size.x, size.y, RED); BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, start.x, start.y, size.x, size.y); i32 count = 0; while (bzSpatialGridQueryNext(&it)) { ecs_entity_t *e = it.data; count++; } bzLogInfo("%d", count); //bzArrayClear(units); //placeUnits(numUnits, 3.5f, start, end, &game->map, &units); } 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 = {}; clock_t begin = clock(); 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, .openSet=heap, .outPath=&path, .pool=game->pools.pathData }); if (path.paths) { ecs_set_ptr(ECS, game->entity, Path, &path); } clock_t end = clock(); double timeSpent = (double) (end - begin) / CLOCKS_PER_SEC; timeSpent *= 1000; bzLogInfo("A* took: %.3fms", timeSpent); } #endif ecs_progress(ECS, dt); ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path); ecs_enable(ECS, renderCollidersSystem, game->debugDraw.entityColliders); if (game->debugDraw.mapColliders) bzTileMapDrawCollisions(&game->map); if (game->debugDraw.spatialGrid) bzSpatialGridDrawDebugGrid(game->entityGrid); EndMode2D(); } void imguiRender(float dt, void *userData) { BZ_UNUSED(userData); Game *game = ecs_singleton_get_mut(ECS, Game); InputState *input = ecs_singleton_get_mut(ECS, InputState); igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igBegin("Debug Menu", NULL, 0); const char *inputState = "NONE"; switch (input->state) { case INPUT_NONE: inputState = "NONE"; break; case INPUT_BUILDING: inputState = "BUILDING"; break; case INPUT_SELECTED_UNITS: inputState = "SELECTED_UNITS"; break; case INPUT_SELECTED_OBJECT: inputState = "SELECTED_OBJECT"; break; case INPUT_SELECTED_BUILDING: inputState = "SELECTED_BUILDING"; break; } igText("Input state: %s", inputState); if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) { switch (input->state) { case INPUT_SELECTED_UNITS: igText("Selected units:"); for (i32 i = 0; i < bzArraySize(input->entities); i++) { igText("\t%llu", bzArrayGet(input->entities, i)); } break; case INPUT_SELECTED_OBJECT: break; case INPUT_SELECTED_BUILDING: break; default: igText("NONE"); break; } } 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), input->building == i, 0, (ImVec2){0, 0})) input->building = i; } if (input->building) input->state = INPUT_BUILDING; } if (igCollapsingHeader_TreeNodeFlags("DebugDraw", 0)) { igCheckbox("map colliders", &game->debugDraw.mapColliders); igCheckbox("entity colliders", &game->debugDraw.entityColliders); igCheckbox("spatial grid", &game->debugDraw.spatialGrid); igCheckbox("path", &game->debugDraw.path); } if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) { igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0); } igEnd(); }