Files
PixelDefense/game/main.c

169 lines
4.8 KiB
C

#include <stdio.h>
#include <flecs.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
typedef struct Game {
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
BzTileMap map;
} Game;
static Game GAME = {};
bool handleGameObjects(BzTileObjectLayer *objectLayer) {
for (i32 i = 0; i < objectLayer->objectCount; i++) {
BzTileObject object = objectLayer->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
printf("Got camera\n");
GAME.camera.target.x = object.shape.x;
GAME.camera.target.y = object.shape.y;
}
}
return false;
}
bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
// Ensure that it is within the map
if (tileX < 0 || tileX >= map->width ||
tileY < 0 || tileY >= map->height)
return false;
// Need to check neighbour tiles
// FIXME: Can't place right next to obstacle
tileX -= 1;
tileY -= 1;
sizeX += 2;
sizeY += 2;
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
BzTileCollider collider = bzTileMapGetCollider(map, x, y);
if (collider.shapes[0].type != BZ_TILE_SHAPE_NONE) return false;
}
}
return true;
}
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->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.layers[0]=(BzTileLayerDesc) {"Terrain", NULL},
.layers[1]=(BzTileLayerDesc) {"Foliage", NULL},
.layers[2]=(BzTileLayerDesc) {"Trees", NULL},
.layers[3]=(BzTileLayerDesc) {"TreesS", NULL},
.layers[4]=(BzTileLayerDesc) {"Buildings", NULL},
.objectLayers[0]=(BzTileObjectsDesc) {"Game", handleGameObjects},
.objectLayers[1]=(BzTileObjectsDesc ) {"Entities", NULL}
});
return true;
}
void deinit(Game *game) {
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTileMapDestroy(&game->map);
}
int sizeX = 1;
int sizeY = 1;
void render(float dt, Game *game) {
Camera2D *camera = &game->camera;
if (!nk_item_is_any_active(NK)) {
if (IsKeyDown(KEY_W)) camera->target.y -= 20;
if (IsKeyDown(KEY_S)) camera->target.y += 20;
if (IsKeyDown(KEY_A)) camera->target.x -= 20;
if (IsKeyDown(KEY_D)) camera->target.x += 20;
if (IsKeyDown(KEY_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
camera->zoom += ((float) GetMouseWheelMove() * 0.05f);
}
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
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);
EndMode2D();
if (nk_begin(NK, "Show", nk_rect(50, 50, 220, 220),
NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_CLOSABLE)) {
// fixed widget pixel width
nk_layout_row_static(NK, 30, 80, 1);
nk_labelf(NK, NK_TEXT_LEFT, "tileX: %d", tileX);
nk_labelf(NK, NK_TEXT_LEFT, "tileY: %d", tileY);
static char buf[256] = {};
nk_edit_string_zero_terminated(NK, NK_EDIT_FIELD, buf, sizeof(buf) - 1, nk_filter_default);
nk_labelf(NK, NK_TEXT_LEFT, "x: %d", sizeX);
nk_labelf(NK, NK_TEXT_LEFT, "y: %d", sizeY);
nk_slider_int(NK, 0, &sizeX, 10, 1);
nk_slider_int(NK, 0, &sizeY, 10, 1);
}
nk_end(NK);
}
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->render = (BzAppRenderFunc) render;
appDesc->userData = &GAME;
appDesc->useNuklear = true;
return true;
}