Files
PixelDefense/game/map_init.c

155 lines
5.9 KiB
C

#include "map_init.h"
#include <flecs.h>
#include "components.h"
#include "game_state.h"
#include "map_layers.h"
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
game->camera.target.x = object.shape.x;
game->camera.target.y = object.shape.y;
}
}
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
(Size) {object.shape.sizeX, object.shape.sizeY},
game->entityGrid, objectTileset, object.gid);
/*ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
.curFrame=0,
.frameDuration=0.6f + (i % 10) * 0.05f,
.elapsed=i * 0.1f,
});
*/
bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
//EntityArms arms = {
// .left=ecs_new_id(ECS),
// .right=ecs_new_id(ECS),
//};
//ecs_set_ptr(ECS, e, EntityArms, &arms);
}
return true;
}
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *data = layer->data;
BzTile *buildingData = buildingLayer->data;
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile ownerTile = data[y * layer->width + x];
BzTile buildingRawTile = buildingData[y * layer->width + x];
BzTile buildingTile = bzTilesetGetTileID(buildingTileset, buildingRawTile);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDING_NONE || ownerTile == 0) continue;
// We have a building
TileSize size = {};
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
ownerTile = bzTilesetGetTileID(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
ecs_add_id(ECS, e, Selectable);
//if (buildingTile == BUILDINGS_WAREHOUSE) {
// ecs_set(ECS, e, Storage, {});
//}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
return true;
}
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTileID(tileset, tile);
if (tile == -1) continue; // Not a tree
f32 sizeX = tileset->tileWidth;
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
ecs_entity_t e = ecs_new_id(ECS);
bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
posX += sizeX * 0.5f;
posY += sizeY * 0.5f;
ecs_add(ECS, e, TextureTerrain);
ecs_set(ECS, e, Position, {posX, posY});
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set(ECS, e, Rotation, {0});
BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
ecs_set(ECS, e, Resource, {RES_WOOD, 20});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Harvestable);
}
}
return true;
}
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
ecs_entity_t e = ecs_new_id(ECS);
ecs_add(ECS, e, TextureEntities);
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
position.x, position.y,
size.x, size.y);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
/*
ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = tileset,
.curFrame=0,
});
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
*/
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_add_id(ECS, e, Worker);
return e;
}