152 lines
4.4 KiB
C
152 lines
4.4 KiB
C
#include <stdio.h>
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#include <flecs.h>
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#include <cute_tiled.h>
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#define BZ_ENTRYPOINT
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#include <breeze.h>
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static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vector2 pos) {
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Rectangle rec = {(tid % tileSetWidth) * size, (tid / tileSetWidth) * size, size, size};
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DrawTextureRec(texture, rec, pos, WHITE);
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}
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static void drawLayer(cute_tiled_layer_t *layer, BzTileset *tileset) {
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Vector2 pos = {layer->offsetx, layer->offsety};
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for (int y = 0; y < layer->height; y++) {
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for (int x = 0; x < layer->width; x++) {
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int tile = layer->data[y * layer->width + x];
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if (tile - tileset->startID != -1) {
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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DrawTextureRec(tileset->tiles, rec, pos, WHITE);
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}
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pos.x += tileset->tileWidth;
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}
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pos.x = layer->offsetx;
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pos.y += tileset->tileHeight;
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}
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}
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typedef struct Game {
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cute_tiled_map_t *map;
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Camera2D camera;
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BzTileset terrainTileset;
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BzTileset buildingsTileset;
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cute_tiled_layer_t *terrain;
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cute_tiled_layer_t *trees;
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cute_tiled_layer_t *trees2;
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cute_tiled_layer_t *buildings;
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} Game;
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static Game GAME = {};
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bool init(Game *game) {
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game->map = cute_tiled_load_map_from_file("assets/maps/test.tmj", NULL);
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cute_tiled_tileset_t *terrainSource = cute_tiled_load_external_tileset("assets/terrain.tsj", NULL);
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cute_tiled_tileset_t *buildingsSource = cute_tiled_load_external_tileset("assets/buildings.tsj", NULL);
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game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
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.path="assets/terrain.tsj",
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.texturePath="assets/terrain.png"
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});
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game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) {
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.path="assets/buildings.tsj",
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.texturePath="assets/buildings.png"
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});
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cute_tiled_tileset_t *tileset = game->map->tilesets;
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game->terrainTileset.startID = tileset->firstgid;
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tileset = tileset->next;
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game->buildingsTileset.startID = tileset->firstgid;
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cute_tiled_free_external_tileset(terrainSource);
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cute_tiled_free_external_tileset(buildingsSource);
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game->terrain = NULL;
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game->trees = NULL;
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game->trees2 = NULL;
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game->buildings = NULL;
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// loop over the map's layers
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cute_tiled_layer_t* layer = game->map->layers;
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while (layer)
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{
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int* data = layer->data;
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int data_count = layer->data_count;
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if (strcmp("Terrain", layer->name.ptr) == 0) {
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game->terrain = layer;
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} else if (strcmp("Foliage", layer->name.ptr) == 0) {
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} else if (strcmp("Trees", layer->name.ptr) == 0) {
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game->trees = layer;
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} else if (strcmp("TreesS", layer->name.ptr) == 0) {
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game->trees2 = layer;
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} else if (strcmp("Buildings", layer->name.ptr) == 0) {
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game->buildings = layer;
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}
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layer = layer->next;
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}
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int screenWidth = 1280;
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int screenHeight = 720;
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game->camera = (Camera2D){ 0 };
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game->camera.target = (Vector2) {0, 0};
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game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
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game->camera.rotation = 0.0f;
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game->camera.zoom = 1.0f;
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return true;
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}
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void deinit(Game *game) {
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bzTilesetDestroy(&game->terrainTileset);
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bzTilesetDestroy(&game->buildingsTileset);
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cute_tiled_free_map(game->map);
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}
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void render(float dt, Game *game) {
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Camera2D *camera = &game->camera;
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if (IsKeyDown(KEY_W)) camera->target.y -= 20;
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if (IsKeyDown(KEY_S)) camera->target.y += 20;
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if (IsKeyDown(KEY_A)) camera->target.x -= 20;
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if (IsKeyDown(KEY_D)) camera->target.x += 20;
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if (IsKeyDown(KEY_Q)) camera->rotation--;
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if (IsKeyDown(KEY_E)) camera->rotation++;
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camera->zoom += ((float)GetMouseWheelMove() * 0.05f);
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BeginDrawing();
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BeginMode2D(*camera);
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ClearBackground(RAYWHITE);
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drawLayer(game->terrain, &game->terrainTileset);
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drawLayer(game->trees, &game->terrainTileset);
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drawLayer(game->trees2, &game->terrainTileset);
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drawLayer(game->buildings, &game->buildingsTileset);
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EndMode2D();
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EndDrawing();
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}
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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->render = (BzAppRenderFunc) render;
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appDesc->userData = &GAME;
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return true;
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}
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