Files
PixelDefense/game/main.c

134 lines
3.8 KiB
C

#include <stdio.h>
#include <raylib.h>
#include <cute_tiled.h>
#include <flecs.h>
#include <breeze.h>
#include "world/tileset.h"
static void drawTile(Texture2D texture, int tid, int tileSetWidth, int size, Vector2 pos) {
Rectangle rec = {(tid % tileSetWidth) * size, (tid / tileSetWidth) * size, size, size};
DrawTextureRec(texture, rec, pos, WHITE);
}
static void drawLayer(cute_tiled_layer_t *layer, Tileset *tileset) {
Vector2 pos = {layer->offsetx, layer->offsety};
for (int y = 0; y < layer->height; y++) {
for (int x = 0; x < layer->width; x++) {
int tile = layer->data[y * layer->width + x];
if (tile - tileset->startID != -1) {
Rectangle rec = tilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, pos, WHITE);
}
pos.x += tileset->tileWidth;
}
pos.x = layer->offsetx;
pos.y += tileset->tileHeight;
}
}
int main(void) {
const int screenWidth = 1280;
const int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "PixelDefense");
SetTargetFPS(60);
cute_tiled_map_t* map = cute_tiled_load_map_from_file("assets/maps/test.tmj", NULL);
cute_tiled_tileset_t *terrainSource = cute_tiled_load_external_tileset("assets/terrain.tsj", NULL);
cute_tiled_tileset_t *buildingsSource = cute_tiled_load_external_tileset("assets/buildings.tsj", NULL);
Tileset terrainTileset = tilesetCreate( &(TilesetDesc) {
.source=terrainSource,
.assetDir="assets"
});
Tileset buildingsTileset = tilesetCreate(&(TilesetDesc) {
.source=buildingsSource,
.assetDir="assets"
});
cute_tiled_tileset_t *tileset = map->tilesets;
terrainTileset.startID = tileset->firstgid;
tileset = tileset->next;
buildingsTileset.startID = tileset->firstgid;
cute_tiled_free_external_tileset(terrainSource);
cute_tiled_free_external_tileset(buildingsSource);
cute_tiled_layer_t *terrain = NULL;
cute_tiled_layer_t *trees = NULL;
cute_tiled_layer_t *trees2 = NULL;
cute_tiled_layer_t *buildings = NULL;
// loop over the map's layers
cute_tiled_layer_t* layer = map->layers;
while (layer)
{
int* data = layer->data;
int data_count = layer->data_count;
if (strcmp("Terrain", layer->name.ptr) == 0) {
terrain = layer;
} else if (strcmp("Foliage", layer->name.ptr) == 0) {
} else if (strcmp("Trees", layer->name.ptr) == 0) {
trees = layer;
} else if (strcmp("TreesS", layer->name.ptr) == 0) {
trees2 = layer;
} else if (strcmp("Buildings", layer->name.ptr) == 0) {
buildings = layer;
}
layer = layer->next;
}
Camera2D camera = { 0 };
camera.target = (Vector2) {0, 0};
camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
while (!WindowShouldClose()) {
if (IsKeyPressed(KEY_ESCAPE)) {
break;
}
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);
BeginDrawing();
BeginMode2D(camera);
ClearBackground(RAYWHITE);
drawLayer(terrain, &terrainTileset);
drawLayer(trees, &terrainTileset);
drawLayer(trees2, &terrainTileset);
drawLayer(buildings, &buildingsTileset);
EndMode2D();
EndDrawing();
}
tilesetDestroy(&terrainTileset);
tilesetDestroy(&buildingsTileset);
cute_tiled_free_map(map);
CloseWindow();
return 0;
}