#include "utils/building_types.h" #include "components.h" #include "game_state.h" #include "map_init.h" #include Game *GAME = NULL; bool init(Game *game); void deinit(Game *game); void update(float dt, Game *game); void render(float dt, Game *game); void imguiRender(float dt, Game *game); 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; GAME = bzAlloc(sizeof(*GAME)); appDesc->userData = GAME; appDesc->useFlecs = true; return true; } bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) { // Ensure that it is within the map if (tileX < 0 || tileX + sizeX > map->width || tileY < 0 || tileY + sizeY > map->height) return false; Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight, sizeX * map->tileWidth, sizeY * map->tileHeight}; // Need to check neighbour tiles tileX -= 1; tileY -= 1; sizeX += 2; sizeY += 2; BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS); BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer); for (i32 y = tileY; y < tileY + sizeY; y++) { for (i32 x = tileX; x < tileX + sizeX; x++) { if (x != tileX && x != tileX + sizeX - 1 && y != tileY && y != tileY + sizeY - 1) { // Without padding BzTile tile = bzTileLayerGetTile(buildLayer, x, y); tile = bzTilesetGetTile(tileset, tile); tile = getTileBuilding(tile); if (tile == BUILDINGS_ROAD) return false; } BzTileCollider collider = bzTileMapGetCollider(map, x, y); f32 posX = x * map->tileWidth; f32 posY = y * map->tileHeight; for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) { BzTileShape shape = collider.shapes[i]; shape.x += posX; shape.y += posY; switch (shape.type) { case BZ_TILE_SHAPE_NONE: case BZ_TILE_SHAPE_POINT: break; case BZ_TILE_SHAPE_RECT: { Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY}; if (CheckCollisionRecs(buildArea, shapeRec)) return false; break; } case BZ_TILE_SHAPE_ELLIPSE: { Vector2 pos = {shape.x, shape.y}; f32 radius = (shape.sizeX + shape.sizeY) * 0.5f; if (CheckCollisionCircleRec(pos, radius, buildArea)) return false; break; } } } } } return true; } void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 sizeX, i32 sizeY) { ECS_COMPONENT(ECS, TilePosition); ECS_COMPONENT(ECS, TileSize); ECS_COMPONENT(ECS, Owner); BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS); BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer); BzTile buildingTile = getBuildingTile(type); BZ_ASSERT(buildingTile != -1); // Create entity ecs_entity_t e = ecs_new_id(ECS); ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY}); ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY}); ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED}); for (i32 y = posY; y < posY + sizeY; y++) { for (i32 x = posX; x < posX + sizeX; x++) { BzTile layerTile = buildingTile + buildingTileset->startID; bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1); buildingTile++; GAME->entityMap[y * buildingLayer->width + x] = e; bzTileMapUpdateCollider(map, x, y); } buildingTile += buildingTileset->width - sizeX; } } bool init(Game *game) { 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->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", .tilesets[0]=game->terrainTileset, .tilesets[1]=game->buildingsTileset, .tilesets[2]=game->entitiesTileset, .layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"}, .layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"}, .layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"}, .layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"}, .layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"}, .layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER}, .objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"}, .objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"} }); bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer); bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer); bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer); return true; } void deinit(Game *game) { bzTileMapDestroy(&game->map); bzTilesetDestroy(&game->terrainTileset); bzTilesetDestroy(&game->buildingsTileset); bzTilesetDestroy(&game->entitiesTileset); bzFree(GAME); GAME = NULL; } void update(float dt, Game *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); Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); int tileX = (int) worldPos.x / 16; int tileY = (int) worldPos.y / 16; if (game->selectedBuilding) { BzTile sizeX = 0, sizeY = 0; getBuildingSize(game->selectedBuilding, &sizeX, &sizeY); bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY); /* Color placeColor = canPlace ? (Color) {0, 255, 0, 200} : (Color) {255, 0, 0, 200}; DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor); */ if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { placeBuilding(&game->map, game->selectedBuilding, tileX, tileY, sizeX, sizeY); } } } void render(float dt, Game *game) { ClearBackground(RAYWHITE); BeginMode2D(game->camera); bzTileMapDraw(&game->map); bzTileMapDrawColliders(&game->map); EndMode2D(); } void imguiRender(float dt, Game *game) { igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver); igBegin("Debug Menu", NULL, 0); if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) { for (int i = 0; i < BUILDINGS_COUNT; i++) { if (igSelectable_Bool(getBuildingStr(i), game->selectedBuilding == i, 0, (ImVec2){0,0})) game->selectedBuilding = i; } } if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) { } igEnd(); igShowDemoWindow(NULL); }