330 lines
11 KiB
C
330 lines
11 KiB
C
#include <stdio.h>
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#include <flecs.h>
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#define BZ_ENTRYPOINT
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#include <breeze.h>
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#include <raylib.h>
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#include <rlImGui.h>
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#include "utils/building_types.h"
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#include "components.h"
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typedef enum Layers {
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LAYER_TERRAIN = 0,
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LAYER_FOLIAGE,
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LAYER_TREES,
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LAYER_TREES2,
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LAYER_BUILDINGS,
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LAYER_BUILDING_OWNER,
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} Layers;
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typedef enum ObjectGroup {
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OBJECTS_GAME = 0,
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OBJECTS_ENTITIES,
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} ObjectGroup;
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typedef struct Game {
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Camera2D camera;
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BzTileset terrainTileset;
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BzTileset buildingsTileset;
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BzTileset entitiesTileset;
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BzTileMap map;
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} Game;
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static Game GAME = {};
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static int selectedBuilding = 0;
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bool handleGameObjects(BzTileObjectGroup *objectLayer, BzTileObject *objects, i32 objectCount) {
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for (i32 i = 0; i < objectLayer->objectCount; i++) {
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BzTileObject object = objectLayer->objects[i];
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if (bzStringDefaultHash("camera") == object.id) {
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printf("Got camera\n");
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GAME.camera.target.x = object.shape.x;
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GAME.camera.target.y = object.shape.y;
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}
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}
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return true;
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}
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ecs_entity_t *entityMap = NULL;
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bool prepareBuildings(BzTileLayer *layer, BzTile *data, i32 dataCount) {
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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entityMap = bzCalloc(sizeof(*entityMap), layer->width * layer->height);
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BzTileMap *map = &GAME.map;
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BzTileLayer *ownershipLayer = layer;
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile *buildingData = buildingLayer->data;
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for (i32 y = 0; y < layer->height; y++) {
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for (i32 x = 0; x < layer->width; x++) {
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BzTile ownerTile = data[y * layer->width + x];
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
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buildingTile = getTileBuilding(buildingTile);
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if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
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// We have a building
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TileSize size = {};
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getBuildingSize(buildingTile, &size.w, &size.h);
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bzTileLayerSetTile(ownershipLayer, 0, x, y, size.w, size.h);
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bzLogInfo("Got size: %2d %2d", size.w, size.h);
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
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ecs_set(ECS, e, TileSize, {.w=size.w, .h=size.h});
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ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
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ownerTile = getTileBuilding(ownerTile);
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ecs_set(ECS, e, Owner, {.playerID=ownerTile});
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for (i32 yIdx = y; yIdx < y + size.h; yIdx++) {
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for (i32 xIdx = x; xIdx < x + size.w; xIdx++) {
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entityMap[yIdx * layer->width + xIdx] = e;
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}
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}
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//bzTileMapUpdateCollider(&GAME.map, x, y);
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}
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}
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return true;
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}
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bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
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// Ensure that it is within the map
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if (tileX < 0 || tileX + sizeX > map->width ||
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tileY < 0 || tileY + sizeY > map->height)
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return false;
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Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
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sizeX * map->tileWidth, sizeY * map->tileHeight};
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// Need to check neighbour tiles
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tileX -= 1;
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tileY -= 1;
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sizeX += 2;
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sizeY += 2;
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BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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if (x != tileX && x != tileX + sizeX - 1 &&
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y != tileY && y != tileY + sizeY - 1) {
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// Without padding
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BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
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tile = bzTilesetGetTile(tileset, tile);
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tile = getTileBuilding(tile);
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if (tile == BUILDINGS_ROAD)
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return false;
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}
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BzTileCollider collider = bzTileMapGetCollider(map, x, y);
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f32 posX = x * map->tileWidth;
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f32 posY = y * map->tileHeight;
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for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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}
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}
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}
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}
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return true;
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}
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void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 sizeX, i32 sizeY) {
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTile buildingTile = getBuildingTile(type);
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BZ_ASSERT(buildingTile != -1);
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY});
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ecs_set(ECS, e, TileSize, {.w=sizeX, .h=sizeY});
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ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
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for (i32 y = posY; y < posY + sizeY; y++) {
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for (i32 x = posX; x < posX + sizeX; x++) {
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BzTile layerTile = buildingTile + buildingTileset->startID;
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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entityMap[y * buildingLayer->width + x] = e;
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bzTileMapUpdateCollider(map, x, y);
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}
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buildingTile += buildingTileset->width - sizeX;
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}
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}
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bool init(Game *game) {
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rlImGuiSetup(true);
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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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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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game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) {
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.path="assets/entities.tsj",
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.texturePath="assets/entities.png"
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});
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game->map = bzTileMapCreate(&(BzTileMapDesc) {
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.path="assets/maps/test.tmj",
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.tilesets[0]=game->terrainTileset,
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.tilesets[1]=game->buildingsTileset,
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.tilesets[2]=game->entitiesTileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
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.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
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.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"},
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.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
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});
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, prepareBuildings);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, handleGameObjects);
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//bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
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return true;
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}
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void deinit(Game *game) {
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bzTileMapDestroy(&game->map);
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bzTilesetDestroy(&game->terrainTileset);
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bzTilesetDestroy(&game->buildingsTileset);
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bzTilesetDestroy(&game->entitiesTileset);
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rlImGuiShutdown();
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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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ImGuiIO *io = igGetIO();
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if (!io->WantCaptureMouse && !io->WantCaptureKeyboard) {
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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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}
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BeginMode2D(*camera);
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ClearBackground(RAYWHITE);
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bzTileMapDraw(&game->map);
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bzTileMapDrawColliders(&game->map);
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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int tileX = (int) worldPos.x / 16;
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int tileY = (int) worldPos.y / 16;
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if (selectedBuilding) {
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BzTile sizeX = 0, sizeY = 0;
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getBuildingSize(selectedBuilding, &sizeX, &sizeY);
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bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY);
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Color placeColor = canPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {255, 0, 0, 200};
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DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
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if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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placeBuilding(&game->map, selectedBuilding, tileX, tileY, sizeX, sizeY);
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}
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}
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EndMode2D();
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rlImGuiBegin();
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igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
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igBegin("Debug Menu", NULL, 0);
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if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
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for (int i = 0; i < BUILDINGS_COUNT; i++) {
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if (igSelectable_Bool(getBuildingStr(i), selectedBuilding == i, 0, (ImVec2){0,0}))
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selectedBuilding = i;
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}
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}
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if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
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}
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igEnd();
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igShowDemoWindow(NULL);
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rlImGuiEnd();
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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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appDesc->useNuklear = true;
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appDesc->useFlecs = true;
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return true;
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}
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