976 lines
33 KiB
C
976 lines
33 KiB
C
#include <rlImGui.h>
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#include <time.h>
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#include <raymath.h>
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#include <stdlib.h>
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#include "systems/systems.h"
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#include "components.h"
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#include "game_state.h"
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#include "game_tileset.h"
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#include "input.h"
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#include "map_init.h"
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#include "map_layers.h"
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#include "building_factory.h"
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#include "ui_widgets.h"
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#include "utils.h"
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#include "pathfinding.h"
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#include "sounds.h"
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#include "entity_factory.h"
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// Constants
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const char *GAME_DATA_SAVE_PATH = "game_data.ini";
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// Constants end
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ECS_COMPONENT_DECLARE(Game);
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ECS_COMPONENT_DECLARE(InputState);
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ECS_COMPONENT_DECLARE(SoundState);
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BzUI *UI = NULL;
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ecs_world_t *ECS = NULL;
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bool init(void *userData);
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void deinit(void *userData);
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void update(float dt, void *userData);
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void render(float dt, void *userData);
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void imguiRender(float dt, void *userData);
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static bool loopPaused = true;
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extern void loopPause(void) {
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loopPaused = true;
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}
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extern void loopResume(void) {
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loopPaused = false;
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}
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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appDesc->width = 1280;
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appDesc->height = 720;
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appDesc->title = "PixelDefense";
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appDesc->fps = 60;
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appDesc->init = (BzAppInitFunc) init;
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appDesc->deinit = (BzAppDeinitFunc) deinit;
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appDesc->update = (BzAppUpdateFunc) update;
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appDesc->render = (BzAppRenderFunc) render;
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appDesc->imguiRender = (BzAppRenderFunc) imguiRender;
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appDesc->userData = NULL;
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#ifdef EMSCRIPTEN
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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EM_ASM(
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FS.mkdir('/game');
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FS.mount(IDBFS, {}, '/game');
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FS.syncfs(true, function (err) {
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console.log("resumed");
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Module.ccall('loopResume', 'void', ['void']);
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});
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console.log('/game mounted');
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/*
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* Note: FS.syncfs is async so we need to pause the
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* main loop until it finishes :/
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*/
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Module.ccall('loopPause', 'void', ['void']);
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);
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loopPaused = true;
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#else
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loopPaused = false;
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#endif
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return true;
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}
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static int cmpDrawData(const void *a, const void *b) {
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const DrawData *lhs = (DrawData *) a;
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const DrawData *rhs = (DrawData *) b;
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if (lhs->layer != rhs->layer)
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return lhs->layer - rhs->layer;
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f32 dif = (rhs->dst.y) - (lhs->dst.y);
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int cmpVal = 0;
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if (dif < 0) cmpVal = 1;
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else if (dif > 0) cmpVal = -1;
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return cmpVal;
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}
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bool serializeGameData(const char *path, const GameData *gameData) {
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#ifdef EMSCRIPTEN
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char buf[4096];
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snprintf(buf, sizeof(buf), "%s%s", "/game/", path);
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path = buf;
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#endif
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bzLogInfo("write path: %s", path);
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FILE *f = fopen(path, "w");
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if (!f) return false;
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size_t numWritten = fwrite(gameData, sizeof(*gameData), 1, f);
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fclose(f);
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#ifdef EMSCRIPTEN
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// Sync FS
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EM_ASM(
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FS.syncfs(false, function (err) {
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});
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);
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#endif
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return numWritten == 1;
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}
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bool deserializeGameData(const char *path, GameData *gameData) {
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#ifdef EMSCRIPTEN
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char buf[4096];
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snprintf(buf, sizeof(buf), "%s%s", "/game/", path);
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path = buf;
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#endif
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FILE *f = fopen(path, "r");
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if (!f) return false;
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GameData data;
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size_t numRead = fread(&data, sizeof(data), 1, f);
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fclose(f);
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if (numRead == 1) {
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*gameData = data;
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return true;
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}
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return false;
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}
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void applyOptions(const Options *options) {
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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soundsApplyVolume(sounds, options->master, options->music, options->sound);
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bool isFullscreen = IsWindowFullscreen();
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bool wantFullscreen = options->fullscreen;
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if (isFullscreen != wantFullscreen)
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ToggleFullscreen();
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if (options->limitFps)
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SetTargetFPS(60);
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else
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SetTargetFPS(0);
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}
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bool init(void *userData) {
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// Center window
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int monitor = GetCurrentMonitor();
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int monitorWidth = GetMonitorWidth(monitor);
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int monitorHeight = GetMonitorHeight(monitor);
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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SetWindowPosition((int)(monitorWidth / 2) - (int)(windowWidth / 2), (int)(monitorHeight / 2) - (int)(windowHeight / 2));
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BZ_UNUSED(userData);
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SetExitKey(0);
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UI = bzUICreate();
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ECS = ecs_init();
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initComponentIDs(ECS);
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// For ecs explorer
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//ecs_singleton_set(ECS, EcsRest, {0});
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//ECS_IMPORT(ECS, FlecsMonitor);
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ECS_COMPONENT_DEFINE(ECS, Game);
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ecs_singleton_set(ECS, Game, {});
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
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game->drawQuery = ecs_query(ECS, {
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.filter.terms = {
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{ ecs_id(Position) },
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{ ecs_id(Size) },
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{ ecs_id(Rotation) },
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{ ecs_id(TextureRegion) }
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},
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});
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game->particles0Query = ecs_query(ECS, {
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.filter.terms = { { ecs_id(ParticleLayer0) } }
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});
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game->particles1Query = ecs_query(ECS, {
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.filter.terms = { { ecs_id(ParticleLayer1) } }
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});
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{
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ECS_COMPONENT_DEFINE(ECS, InputState);
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ecs_singleton_set(ECS, InputState, {});
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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input->mapping = inputDefaultMapping();
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// Create queries
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input->queries.selected = ecs_query(ECS, {
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.filter.terms = {
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{ecs_id(Position)},
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{ecs_id(HitBox)},
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{ecs_id(Selected)}
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}
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});
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input->building = BUILDING_NONE;
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}
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{
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InitAudioDevice();
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ECS_COMPONENT_DEFINE(ECS, SoundState);
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ecs_singleton_set(ECS, SoundState, {});
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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sounds->masterVolume = 0.5f;
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sounds->musicVolume = 0.5f;
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sounds->soundVolume = 0.5f;
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soundsLoad(sounds, SOUND_HURT_1, 0.2f, "assets/sounds/hurt_1.wav");
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soundsLoad(sounds, SOUND_HURT_2, 0.2f, "assets/sounds/hurt_2.wav");
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soundsLoad(sounds, SOUND_HURT_3, 0.2f, "assets/sounds/hurt_3.wav");
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soundsLoad(sounds, SOUNDS_ORE_PUNCH_1, 0.5f, "assets/sounds/ore_punch_1.wav");
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soundsLoad(sounds, SOUNDS_ORE_PUNCH_2, 0.5f, "assets/sounds/ore_punch_2.wav");
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soundsLoad(sounds, SOUNDS_ORE_PUNCH_3, 0.5f, "assets/sounds/ore_punch_3.wav");
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soundsLoad(sounds, SOUNDS_ORE_PUNCH_4, 0.5f, "assets/sounds/ore_punch_4.wav");
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soundsLoad(sounds, SOUNDS_ORE_PUNCH_5, 0.5f, "assets/sounds/ore_punch_5.wav");
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soundsLoad(sounds, SOUNDS_WHEAT_PUNCH_1, 0.5f, "assets/sounds/wheat_punch_1.wav");
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soundsLoad(sounds, SOUNDS_WHEAT_PUNCH_2, 0.5f, "assets/sounds/wheat_punch_2.wav");
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soundsLoad(sounds, SOUNDS_WHEAT_PUNCH_3, 0.5f, "assets/sounds/wheat_punch_3.wav");
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soundsLoad(sounds, SOUNDS_WHEAT_PUNCH_4, 0.5f, "assets/sounds/wheat_punch_4.wav");
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soundsLoad(sounds, SOUNDS_WHEAT_PUNCH_5, 0.5f, "assets/sounds/wheat_punch_5.wav");
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soundsLoad(sounds, SOUNDS_WOOD_PUNCH_1, 0.5f, "assets/sounds/wood_punch_1.wav");
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soundsLoad(sounds, SOUNDS_WOOD_PUNCH_2, 0.5f, "assets/sounds/wood_punch_2.wav");
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soundsLoad(sounds, SOUNDS_WOOD_PUNCH_3, 0.5f, "assets/sounds/wood_punch_3.wav");
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soundsLoad(sounds, SOUNDS_WOOD_PUNCH_4, 0.5f, "assets/sounds/wood_punch_4.wav");
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soundsLoad(sounds, SOUNDS_WOOD_PUNCH_5, 0.5f, "assets/sounds/wood_punch_5.wav");
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}
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setScreen(game, SCREEN_MAIN_MENU);
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game->stackAlloc = bzStackAllocCreate(1 * 1000 * 1000); // 1 MB
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// init pools
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game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = sizeof(PathData),
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.objectsPerPage = 512
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});
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game->pools.btNode = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = bzBTGetNodeSize(),
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.objectsPerPage = 40
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});
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game->pools.btNodeState = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = bzBTGetNodeStateSize(),
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.objectsPerPage = 1024,
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});
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BzObjectPool *nodePool = game->pools.btNode;
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// unit (aggressive)
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.unit = root;
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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BzBTNode *attackSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "isEnemyNearby");
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiAttackEnemy);
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bzBTNodeSetName(node, "attackEnemy");
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}
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bzBTDecorDelay(nodePool, sel, 0.2f);
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}
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// Unit (evasive)
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.unitEvasive = root;
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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//bzBTDecorDelay(nodePool, sel, 0.2f);
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BzBTNode *evadeSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "isEnemyNearby");
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeEnemy);
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bzBTNodeSetName(node, "evadeEnemy");
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}
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}
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// evade
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BzBTNode *evade = NULL;
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{
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BzBTNode *node = NULL;
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evade = bzBTMakeRoot(nodePool);
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BzBTNode *evadeSeq = bzBTCompSequence(nodePool, evade);
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{
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "enemyNearby");
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeEnemy);
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bzBTNodeSetName(node, "evadeTarget");
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}
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}
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// worker harvest
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{
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BzBTNode *root = NULL;
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BzBTNode *node = NULL;
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root = bzBTMakeRoot(nodePool);
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game->BTs.worker = root;
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BzBTNode *pSel = bzBTCompPSelector(nodePool, root);
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bzBTSubTree(evade, pSel);
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BzBTNode *collectSeq = bzBTCompSequence(nodePool, pSel);
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BzBTNode *untilFail = bzBTDecorUntilFail(nodePool, collectSeq);
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{
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BzBTNode *untilSeq = bzBTCompSequence(nodePool, untilFail);
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node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiFindNextHarvestable);
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bzBTNodeSetName(node, "findNextHarvestable");
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node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiResetElapsed);
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bzBTNodeSetName(node, "resetElapsed");
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node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiHarvestRes);
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bzBTNodeSetName(node, "harvestRes");
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node = bzBTDecorInvert(nodePool, untilSeq);
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node = bzBTAction(nodePool, node, (BzBTActionFn) aiCarryCapacityFull);
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bzBTNodeSetName(node, "carryCapacityFull");
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}
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node = bzBTDecorInvert(nodePool, collectSeq);
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node = bzBTAction(nodePool, node, (BzBTActionFn) aiCarryCapacityEmpty);
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bzBTNodeSetName(node, "carryCapacityEmpty");
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node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiFindNearestStorage);
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bzBTNodeSetName(node, "findNearestStorage");
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node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiResetElapsed);
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bzBTNodeSetName(node, "resetElapsed");
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node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiDepositRes);
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bzBTNodeSetName(node, "depositRes");
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node = bzBTDecorDelay(nodePool, collectSeq, 1.0f);
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//node = bzBTAction(nodePool, collectSeq, NULL);
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//bzBTNodeSetName(node, "harvest");
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//node = bzBTAction(nodePool, collectSeq, NULL);
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//bzBTNodeSetName(node, "moveTo");
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//node = bzBTAction(nodePool, collectSeq, NULL);
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//bzBTNodeSetName(node, "deposit");
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}
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game->frameDuration = 0.16f;
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game->tileset = bzTilesetCreate( &(BzTilesetDesc) {
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.path="assets/game.tsj",
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.texturePath="assets/game.png"
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});
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// Fixes texture bleeding
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GenTextureMipmaps(&game->tileset.tiles);
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SetTextureWrap(game->tileset.tiles, TEXTURE_WRAP_CLAMP);
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SetTextureFilter(game->tileset.tiles, TEXTURE_FILTER_POINT);
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setupSystems();
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loadMap(game, "assets/maps/main_menu_01.tmj", true);
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game->debug.drawMapColliders = false;
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game->debug.drawSpatialGrid = false;
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game->debug.drawPath = false;
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game->debug.inspecting = bzArrayCreate(ecs_entity_t, 10);
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return true;
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}
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void deinit(void *userData) {
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BZ_UNUSED(userData);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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serializeGameData(GAME_DATA_SAVE_PATH, &game->gameData);
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unloadMap(game);
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// Destroy queries
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ecs_query_fini(input->queries.selected);
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ecs_query_fini(game->drawQuery);
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ecs_query_fini(game->particles0Query);
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ecs_query_fini(game->particles1Query);
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Game gameCopy = *game;
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InputState inputCopy = *input;
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SoundState soundsCopy = *sounds;
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// Destroy ECS
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ecs_fini(ECS);
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ECS = NULL;
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game = &gameCopy;
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input = &inputCopy;
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sounds = &soundsCopy;
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bzArrayDestroy(game->debug.inspecting);
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bzTilesetDestroy(&game->tileset);
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bzStackAllocDestroy(&game->stackAlloc);
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bzObjectPoolDestroy(game->pools.pathData);
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bzObjectPoolDestroy(game->pools.btNode);
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bzObjectPoolDestroy(game->pools.btNodeState);
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soundsUnloadAll(sounds);
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soundsUnloadMusicStream(sounds);
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bzUIDestroy(UI);
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UI = NULL;
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UnloadFont(game->font);
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}
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void update(float dt, void *userData) {
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if (loopPaused)
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return;
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BZ_UNUSED(userData);
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//char titleBuf[32];
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//snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
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//SetWindowTitle(titleBuf);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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{
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static bool gameDataLoaded = false;
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if (!gameDataLoaded) {
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// Load settings
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const char *path = GAME_DATA_SAVE_PATH;
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GameData gameData = getDefaultGameData();
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if (!deserializeGameData(path, &gameData)) {
|
|
bzLogError("Failed to read game data: %s", path);
|
|
}
|
|
game->gameData = gameData;
|
|
applyOptions(&gameData.options);
|
|
gameDataLoaded = true;
|
|
}
|
|
|
|
}
|
|
|
|
game->screenPrevFrame = game->screen;
|
|
if (game->screen != game->nextScreen)
|
|
game->screen = game->nextScreen;
|
|
|
|
bzStackAllocReset(&game->stackAlloc);
|
|
|
|
ImGuiIO *io = igGetIO();
|
|
bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
|
|
bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
|
|
|
|
input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
|
|
input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
|
|
updateInputState(input, game->camera, dt);
|
|
|
|
switch (game->screen) {
|
|
case SCREEN_GAME:
|
|
updatePlayerInput();
|
|
if (!ecs_is_alive(ECS, game->keepEntity)) {
|
|
setScreen(game, SCREEN_GAME_OVER);
|
|
}
|
|
break;
|
|
case SCREEN_GAME_OVER:
|
|
break;
|
|
case SCREEN_PAUSE_MENU:
|
|
if (IsKeyReleased(input->mapping.backBtn) || IsKeyReleased(input->mapping.pauseBtn)) {
|
|
setScreen(game, SCREEN_GAME);
|
|
}
|
|
break;
|
|
case SCREEN_MAIN_MENU:
|
|
break;
|
|
case SCREEN_SETTINGS:
|
|
break;
|
|
}
|
|
|
|
updateWave(&game->waveInfo, game, dt);
|
|
|
|
SoundState *soundState = ecs_singleton_get_mut(ECS, SoundState);
|
|
soundsUpdate(soundState, getCameraBounds(game->camera));
|
|
}
|
|
|
|
static void drawOverScreen(Color c) {
|
|
i32 width = GetScreenWidth();
|
|
i32 height = GetScreenHeight();
|
|
|
|
DrawRectangle(0, 0, width, height, c);
|
|
}
|
|
static ParticleEmitter editedEmitter;
|
|
static void renderGame(Game *game, float dt) {
|
|
ClearBackground(RAYWHITE);
|
|
game->camera.offset = (Vector2) {
|
|
GetScreenWidth() * 0.5f,
|
|
GetScreenHeight() * 0.5f,
|
|
};
|
|
BeginMode2D(game->camera);
|
|
|
|
// Map
|
|
BzTileMap *map = &game->map;
|
|
bzTileMapDraw(map);
|
|
// Ground UI
|
|
drawPlayerInputUIGround();
|
|
// Entities
|
|
i32 numDraws = ecs_query_entity_count(game->drawQuery);
|
|
DrawData *drawData = bzStackAlloc(&game->stackAlloc, numDraws * sizeof(*drawData));
|
|
ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery);
|
|
i32 drawIdx = 0;
|
|
Camera2D camera = game->camera;
|
|
Rectangle camBounds = getCameraBounds(camera);
|
|
while (ecs_iter_next(&it)) {
|
|
Position *p = ecs_field(&it, Position, 1);
|
|
Size *s = ecs_field(&it, Size , 2);
|
|
Rotation *r = ecs_field(&it, Rotation, 3);
|
|
TextureRegion *t = ecs_field(&it, TextureRegion, 4);
|
|
for (i32 i = 0; i < it.count; i++) {
|
|
Rectangle dst = {p[i].x, p[i].y - s[i].y,
|
|
s[i].x, s[i].y};
|
|
|
|
Vector2 origin = {dst.width * 0.5f, dst.height};
|
|
dst.x += origin.x;
|
|
dst.y += origin.y;
|
|
if (!CheckCollisionRecs(camBounds, dst))
|
|
continue;
|
|
Rectangle src = t[i].rec;
|
|
// Fixes texture bleeding issue
|
|
src.x += 0.01f;
|
|
src.y += 0.01f;
|
|
src.width -= 0.02f;
|
|
src.height -= 0.02f;
|
|
if (t[i].flipX) src.width *= -1.0f;
|
|
if (t[i].flipY) src.height *= -1.0f;
|
|
u8 drawLayer = 0;
|
|
if (ecs_has(ECS, it.entities[i], DrawLayer)) {
|
|
drawLayer = *ecs_get(ECS, it.entities[i], DrawLayer);
|
|
}
|
|
DrawData draw = (DrawData) {
|
|
.src = src,
|
|
.dst = dst,
|
|
.origin = origin,
|
|
.rotation = r[i],
|
|
.layer = drawLayer,
|
|
.canHaveAlpha = true,
|
|
};
|
|
if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit))) {
|
|
Vector2 pos = {dst.x, dst.y};
|
|
Vec2i cellPos = bzTileMapPosToTile(map, pos);
|
|
bzTileMapSetCollisions(map, true, COLL_LAYER_TRANSPARENCY,
|
|
cellPos.x, cellPos.y, 1, 1);
|
|
draw.canHaveAlpha = false;
|
|
}
|
|
drawData[drawIdx++] = draw;
|
|
}
|
|
}
|
|
numDraws = drawIdx;
|
|
qsort(drawData, numDraws, sizeof(*drawData), cmpDrawData);
|
|
|
|
Texture2D tex = game->tileset.tiles;
|
|
// Draw particle layer 0
|
|
it = ecs_query_iter(ECS, game->particles0Query);
|
|
ecs_defer_begin(ECS);
|
|
while (ecs_iter_next(&it)) {
|
|
Particle *particle = ecs_field(&it, ParticleLayer0, 1);
|
|
for (i32 i = 0; i < it.count; i++) {
|
|
if (updateParticle(tex, &particle[i], dt))
|
|
ecs_delete(ECS, it.entities[i]);
|
|
}
|
|
}
|
|
ecs_defer_end(ECS);
|
|
|
|
// Draw entities
|
|
for (i32 i = 0; i < numDraws; i++) {
|
|
DrawData draw = drawData[i];
|
|
Color c = WHITE;
|
|
if (draw.canHaveAlpha) {
|
|
Vector2 center = {
|
|
draw.dst.x,
|
|
draw.dst.y - draw.dst.height * 0.5f
|
|
};
|
|
Vec2i mapPos = bzTileMapPosToTile(map, center);
|
|
if (bzTileMapHasCollision(map, COLL_LAYER_TRANSPARENCY, mapPos.x, mapPos.y)) {
|
|
c.a = 180;
|
|
}
|
|
}
|
|
DrawTexturePro(tex, draw.src, draw.dst, draw.origin, draw.rotation, c);
|
|
}
|
|
bzTileMapClearCollisionLayer(&game->map, COLL_LAYER_TRANSPARENCY);
|
|
|
|
// Draw particle layer 1
|
|
it = ecs_query_iter(ECS, game->particles1Query);
|
|
ecs_defer_begin(ECS);
|
|
while (ecs_iter_next(&it)) {
|
|
Particle *particle = ecs_field(&it, ParticleLayer1, 1);
|
|
for (i32 i = 0; i < it.count; i++) {
|
|
if (updateParticle(tex, &particle[i], dt))
|
|
ecs_delete(ECS, it.entities[i]);
|
|
}
|
|
}
|
|
ecs_defer_end(ECS);
|
|
|
|
ecs_progress(ECS, dt);
|
|
ecs_enable(ECS, renderDebugPathSystem, game->debug.drawPath);
|
|
ecs_enable(ECS, renderCollidersSystem, game->debug.drawEntityColliders);
|
|
if (game->debug.drawMapColliders)
|
|
bzTileMapDrawCollisions(&game->map);
|
|
if (game->debug.drawSpatialGrid)
|
|
bzSpatialGridDrawDebugGrid(game->entityGrid);
|
|
drawPlayerInputUI();
|
|
EndMode2D();
|
|
|
|
static f32 waveDisplay = 0.0f;
|
|
if (isWaveOver(&game->waveInfo)) {
|
|
game->waveInfo = getWaveInfo(&game->waves, game->waveInfo.number + 1);
|
|
}
|
|
if (game->waveInfo.number > 0 && game->waveInfo.started &&
|
|
game->waveInfo.elapsed - game->waveInfo.data.timeBeforeStart < 1.0f) {
|
|
waveDisplay = 0.6f;
|
|
}
|
|
|
|
if (waveDisplay > 0.0f) {
|
|
const i32 fontSize = 72 * uiGetScale();
|
|
char text[32];
|
|
snprintf(text, sizeof(text), "Wave: %d", game->waveInfo.number);
|
|
Vector2 textSize = MeasureTextEx(game->font, text, fontSize, 1.0f);
|
|
i32 x = GetScreenWidth() * 0.5f - textSize.x * 0.5f;
|
|
i32 y = GetScreenHeight() * 0.5f - textSize.y;
|
|
Color color = WHITE;
|
|
const f32 fadeAt = 0.45f;
|
|
if (waveDisplay < fadeAt)
|
|
color.a = (waveDisplay / fadeAt) * 255;
|
|
DrawText(text, x, y, fontSize, color);
|
|
waveDisplay -= dt;
|
|
}
|
|
|
|
#if 0
|
|
static bool firstRun = true;
|
|
if (firstRun) {
|
|
editedEmitter = GET_BLOOD_EMITTER();
|
|
firstRun = false;
|
|
}
|
|
|
|
InputState *input = ecs_singleton_get_mut(ECS, InputState);
|
|
if (IsKeyReleased(KEY_SPACE)) {
|
|
ParticleEmitter emitter = editedEmitter;
|
|
emitter.pos = input->mouseWorld;
|
|
emitter.targetParticles = ecs_id(ParticleLayer1);
|
|
ecs_entity_t e = entityCreateEmpty();
|
|
ecs_set_ptr(ECS, e, ParticleEmitter, &emitter);
|
|
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void render(float dt, void *userData) {
|
|
if (loopPaused)
|
|
return;
|
|
BZ_UNUSED(userData);
|
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
|
|
|
Color shadow = BLACK;
|
|
shadow.a = 35;
|
|
|
|
switch (game->screen) {
|
|
case SCREEN_GAME:
|
|
renderGame(game, dt);
|
|
drawGameUI(game, dt);
|
|
break;
|
|
case SCREEN_GAME_OVER:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
drawGameOverUI(game, dt);
|
|
break;
|
|
case SCREEN_PAUSE_MENU:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
drawPauseUI(game, dt);
|
|
break;
|
|
case SCREEN_MAIN_MENU:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
drawMainMenuUI(game, dt);
|
|
break;
|
|
case SCREEN_SETTINGS:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
drawSettingsUI(game, dt);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void igInspectComp(const char *label, ecs_entity_t entity, ecs_entity_t comp, ImGuiCompFn fn) {
|
|
igPushID_Int(comp);
|
|
if (igTreeNode_Str(label)) {
|
|
bool isAttached = ecs_has_id(ECS, entity, comp);
|
|
igCheckbox("Attached", &isAttached);
|
|
|
|
if (isAttached)
|
|
fn(ECS, entity, comp);
|
|
|
|
if (isAttached != ecs_has_id(ECS, entity, comp)) {
|
|
if (!isAttached) {
|
|
ecs_remove_id(ECS, entity, comp);
|
|
} else {
|
|
ecs_set_id(ECS, entity, comp, 0, NULL);
|
|
}
|
|
}
|
|
igTreePop();
|
|
}
|
|
igPopID();
|
|
}
|
|
void igInspectWindow(ecs_entity_t entity, bool *open) {
|
|
if (!ecs_is_alive(ECS, entity)) {
|
|
*open = false;
|
|
return;
|
|
}
|
|
igSetNextWindowSize((ImVec2) {300, 440}, ImGuiCond_FirstUseEver);
|
|
char buf[64];
|
|
snprintf(buf, sizeof(buf), "Entity: %ld", entity);
|
|
if (igBegin(buf, open, 0)) {
|
|
if (igSmallButton("Destroy")) {
|
|
ecs_delete(ECS, entity);
|
|
igEnd();
|
|
*open = false;
|
|
return;
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("Tags", 0)) {
|
|
//igTagCheckbox("GameEntity", ECS, entity, GameEntity);
|
|
igTagCheckbox("Selectable", ECS, entity, Selectable);
|
|
igTagCheckbox("Selected", ECS, entity, Selected);
|
|
igTagCheckbox("Attackable", ECS, entity, Attackable);
|
|
}
|
|
if (ecs_has(ECS, entity, BzBTState) &&
|
|
igCollapsingHeader_TreeNodeFlags("BehaviourTree", 0)) {
|
|
const BzBTState *state = ecs_get(ECS, entity, BzBTState);
|
|
if (state->root)
|
|
igVisualizeBTState(state->root, state->_first);
|
|
else
|
|
igTextColored((ImVec4) {1, 0, 0, 1}, "NONE");
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("Components", 0)) {
|
|
igInspectComp("Resource", entity, ecs_id(Resource), igResource);
|
|
igInspectComp("Owner", entity, ecs_id(Owner), igOwner);
|
|
igInspectComp("SpatialGridID", entity, ecs_id(SpatialGridID), igSpatialGridID);
|
|
igInspectComp("Position", entity, ecs_id(Position), igVec2Comp);
|
|
//igInspectComp("Size", entity, ecs_id(Size), igVec2Comp);
|
|
igInspectComp("Velocity", entity, ecs_id(Velocity), igVec2Comp);
|
|
igInspectComp("TargetPosition", entity, ecs_id(TargetPosition), igVec2Comp);
|
|
igInspectComp("Steering", entity, ecs_id(Steering), igVec2Comp);
|
|
igInspectComp("Rotation", entity, ecs_id(Rotation), igFloat);
|
|
igInspectComp("Path", entity, ecs_id(Path), igPath);
|
|
igInspectComp("TextureRegion", entity, ecs_id(TextureRegion), igTextureRegion);
|
|
igInspectComp("Animation", entity, ecs_id(Animation), igAnimation);
|
|
igInspectComp("Easing", entity, ecs_id(Easing), igEasing);
|
|
igInspectComp("BzBTState", entity, ecs_id(BzBTState), igBzBTState);
|
|
igInspectComp("AIBlackboard", entity, ecs_id(AIBlackboard), igAIBlackboard);
|
|
igInspectComp("Worker", entity, ecs_id(Worker), igWorker);
|
|
igInspectComp("Unit", entity, ecs_id(Unit), igUnit);
|
|
}
|
|
}
|
|
igEnd();
|
|
}
|
|
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);
|
|
|
|
if (!game->gameData.options.debugMenu) {
|
|
bzArrayClear(game->debug.inspecting);
|
|
return;
|
|
}
|
|
|
|
//igShowDemoWindow(NULL);
|
|
|
|
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
|
|
igBegin("Debug Menu", NULL, 0);
|
|
igText("Frame time: %.5f s", GetFrameTime());
|
|
igText("PathData pool available: %lu", bzObjectPoolGetNumFree(game->pools.pathData));
|
|
igText("BTNode pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNode));
|
|
igText("BTNodeState pool available: %lu", bzObjectPoolGetNumFree(game->pools.btNodeState));
|
|
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("ParticleEditor", 0)) {
|
|
struct ParticleEmitterData *data = &editedEmitter.data;
|
|
igSliderFloat("EmitterLifetime", &editedEmitter.emitterLifetime, 0.0f, 10.0f, "%.2f", 0);
|
|
igSliderFloat2("Pos", &editedEmitter.pos.x, 0.0f, 1000.0f, "%.2f", 0);
|
|
|
|
igSliderFloat("emmitRate", &data->emmitRate, 0.0f, 10.0f, "%.2f", 0);
|
|
igSliderFloat("emmitVarianceScl", &data->emmitVariance, 0.0f, 10.0f, "%.2f", 0);
|
|
igSliderFloat2("emmitVariance", &data->emmitVarianceMin, -10.0f, 10.0f, "%.2f", 0);
|
|
|
|
igSliderFloat2("minOffset", &data->minOffset.x, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat2("maxOffset", &data->maxOffset.x, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat2("minStartVel", &data->minStartVel.x, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat2("maxStartVel", &data->maxStartVel.x, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat2("minEndVel", &data->minEndVel.x, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat2("maxEndVel", &data->maxEndVel.x, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat("minStartSize", &data->minStartSize, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat("maxStartSize", &data->maxStartSize, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat("minEndSize", &data->minEndSize, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat("maxEndSize", &data->maxEndSize, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat("minStartRotSpeed", &data->minStartRotSpeed, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat("maxStartRotSpeed", &data->maxStartRotSpeed, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
igSliderFloat("minEndRotSpeed", &data->minEndRotSpeed, -50.0f, 50.0f, "%.2f", 0);
|
|
igSliderFloat("maxEndRotSpeed", &data->maxEndRotSpeed, -50.0f, 50.0f, "%.2f", 0);
|
|
|
|
#define igColor(label, color) \
|
|
do { \
|
|
\
|
|
float cols[4] = { color.r / 255.0f, color.g / 255.0f, \
|
|
color.b / 255.0f, color.a / 255.0f }; \
|
|
igColorEdit4(label, cols, 0); \
|
|
color.r = cols[0] * 255.0f; \
|
|
color.g = cols[1] * 255.0f; \
|
|
color.b = cols[2] * 255.0f; \
|
|
color.a = cols[3] * 255.0f; \
|
|
} while (0)
|
|
|
|
|
|
igColor("startColor", data->startColor);
|
|
igColor("endColor", data->endColor);
|
|
#undef igColor
|
|
|
|
igSliderFloat("minLifetime", &data->minLifetime, 0.0f, 6.0f, "%.2f", 0);
|
|
igSliderFloat("maxLifetime", &data->maxLifetime, 0.0f, 6.0f, "%.2f", 0);
|
|
|
|
#define NUM_BLEND_MODES 6
|
|
const char *blendModeNames[NUM_BLEND_MODES] = {
|
|
"Alpha",
|
|
"Additive",
|
|
"Multiplied",
|
|
"AddColors",
|
|
"SubtractColors",
|
|
"AlphaPremultiply"
|
|
};
|
|
int blendMode = data->blend;
|
|
igCombo_Str_arr("BlendMode", &blendMode, blendModeNames, NUM_BLEND_MODES, 0);
|
|
data->blend = blendMode;
|
|
#undef NUM_BLEND_MODES
|
|
#define NUM_SHAPES 3
|
|
const char *typeNames[NUM_SHAPES] = {
|
|
"Circle",
|
|
"SmallSquare",
|
|
"Square",
|
|
};
|
|
int type = getParticleType(data->tileID);
|
|
igCombo_Str_arr("ParticleType", &type, typeNames, NUM_SHAPES, 0);
|
|
data->tileID = getParticleTypeTile(type);
|
|
#undef NUM_SHAPES
|
|
};
|
|
if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
|
|
switch (input->state) {
|
|
case INPUT_SELECTED_UNITS:
|
|
case INPUT_SELECTED_OBJECT:
|
|
case INPUT_SELECTED_BUILDING: {
|
|
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
|
|
while (ecs_iter_next(&it)) {
|
|
for (i32 i = 0; i < it.count; i++) {
|
|
ecs_entity_t entity = it.entities[i];
|
|
igText("Entity: %ld", entity);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
igText("NONE");
|
|
break;
|
|
}
|
|
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("Resources", 0)) {
|
|
PlayerResources resources = game->playerResources[game->player];
|
|
i32 wood = resources.wood;
|
|
i32 food = resources.food;
|
|
i32 gold = resources.gold;
|
|
igSliderInt("Wood: ", &wood, 0, 10000, "%d", 0);
|
|
igSliderInt("Food: ", &food, 0, 10000, "%d", 0);
|
|
igSliderInt("Gold: ", &gold, 0, 10000, "%d", 0);
|
|
resources.wood = wood;
|
|
resources.food = food;
|
|
resources.gold = gold;
|
|
game->playerResources[game->player] = resources;
|
|
igText("Pop: %lld", resources.pop);
|
|
igText("Pop Capacity: %lld", resources.popCapacity);
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
|
|
for (int i = BUILDING_NONE; i < BUILDING_COUNT; i++) {
|
|
const char *buildingStr = getBuildingStr(i);
|
|
if (!buildingStr) buildingStr = "NONE";
|
|
if (igSelectable_Bool(buildingStr, input->building == i, 0, (ImVec2){0, 0}))
|
|
input->building = i;
|
|
}
|
|
if (input->building > BUILDING_NONE && input->building < BUILDING_COUNT)
|
|
input->state = INPUT_BUILDING;
|
|
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("DebugDraw", 0)) {
|
|
igCheckbox("map colliders", &game->debug.drawMapColliders);
|
|
igCheckbox("entity colliders", &game->debug.drawEntityColliders);
|
|
igCheckbox("spatial grid", &game->debug.drawSpatialGrid);
|
|
igCheckbox("path", &game->debug.drawPath);
|
|
|
|
}
|
|
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
|
|
igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0);
|
|
}
|
|
if (igSmallButton("Quite game")) {
|
|
bzGameExit();
|
|
}
|
|
igEnd();
|
|
|
|
ecs_defer_begin(ECS);
|
|
i32 inspectLen = bzArraySize(game->debug.inspecting);
|
|
for (i32 i = inspectLen - 1; i >= 0; i--) {
|
|
bool open = true;
|
|
igInspectWindow(game->debug.inspecting[i], &open);
|
|
if (!open) {
|
|
bzArrayDelSwap(game->debug.inspecting, i);
|
|
}
|
|
}
|
|
ecs_defer_end(ECS);
|
|
}
|
|
|