Files
PixelDefense/game/main.c

231 lines
7.5 KiB
C

#include <rlImGui.h>
#include "systems/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 "utils/pathfinding.h"
Game *GAME = NULL;
bool init(Game *game);
void deinit(Game *game);
void update(float dt, Game *game);
void render(float dt, Game *game);
void imguiRender(float dt, Game *game);
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;
GAME = bzAlloc(sizeof(*GAME));
appDesc->userData = GAME;
appDesc->useFlecs = true;
return true;
}
bool init(Game *game) {
SetExitKey(-1);
initComponentIDs(ECS);
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",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
ECS_SYSTEM(ECS, uiTask, EcsOnUpdate, 0);
ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
ECS_SYSTEM(ECS, drawDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
return true;
}
void deinit(Game *game) {
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
bzFree(GAME);
GAME = NULL;
}
void update(float dt, Game *game) {
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
ImGuiIO *io = igGetIO();
if (io->WantCaptureMouse || io->WantCaptureKeyboard)
return;
if (IsKeyDown(KEY_W)) game->camera.target.y -= 20;
if (IsKeyDown(KEY_S)) game->camera.target.y += 20;
if (IsKeyDown(KEY_A)) game->camera.target.x -= 20;
if (IsKeyDown(KEY_D)) game->camera.target.x += 20;
if (IsKeyDown(KEY_Q)) game->camera.rotation--;
if (IsKeyDown(KEY_E)) game->camera.rotation++;
game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
BzTileMap *map = &game->map;
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / map->tileWidth;
int tileY = (int) worldPos.y / map->tileHeight;
if (IsKeyPressed(KEY_ESCAPE) || IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
game->input.building = 0;
if (game->input.building) {
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(game->input.building, &sizeX, &sizeY);
bool canPlace = canPlaceBuilding(&game->map, game->input.building, tileX, tileY);
/*
Color placeColor = canPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
*/
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
placeBuilding(&game->map, game->input.building, tileX, tileY);
}
return;
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
game->input.mouseDown = GetMousePosition();
game->input.mouseDownElapsed = 0;
bzLogInfo("Pressed");
} else if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
game->input.mouseDownElapsed += dt;
bzLogInfo("Down: %.2f", game->input.mouseDownElapsed);
} else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) {
bzLogInfo("Released");
}
}
void render(float dt, Game *game) {
ClearBackground(RAYWHITE);
BeginMode2D(game->camera);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
static PathNode *heap = NULL;
if (!heap)
heap = bzHeapNew(PathNode, game->map.width * game->map.height);
game->path.waypoints = game->waypoints;
game->path.maxWaypoints = 128;
findPath(&(PathfindingDesc) {
.start=(TilePosition){57, 24},
.target=(TilePosition){tileX, tileY},
.map=&game->map,
.heap=heap,
.outPath=&game->path
});
if (game->path.numWaypoints > 0 && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
ecs_entity_t e = game->entity;
bzLogInfo("%d", ecs_is_alive(ECS, e));
Position pos = worldPos;
//ecs_set_ptr(ECS, e, Position, &pos);
ecs_set_ptr(ECS, e, Path, &game->path);
}
ecs_progress(ECS, dt);
EndMode2D();
}
void imguiRender(float dt, Game *game) {
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
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), game->input.building == i, 0, (ImVec2){0, 0}))
game->input.building = i;
}
}
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0);
}
igEnd();
igShowDemoWindow(NULL);
}