#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); input->unitPositions = bzArrayCreate(Position, 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; game->debugDraw.path = 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); bzArrayDestroy(inputCopy.unitPositions); 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); } 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); drawPlayerInputUI(NULL); 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); igText("Num paths from pool available: %llu", bzObjectPoolCalcNumFree(game->pools.pathData)); 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(); }