Files
PixelDefense/game/map_init.c

86 lines
3.2 KiB
C

#include "map_init.h"
#include "components.h"
#include "game_state.h"
#include <flecs.h>
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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) {
ECS_COMPONENT(ECS, Position);
ECS_COMPONENT(ECS, Size);
ECS_COMPONENT(ECS, Rotation);
ECS_COMPONENT(ECS, TextureRegion);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup);
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
}
return true;
}
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height);
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 = bzTilesetGetTile(buildingTileset, buildingRawTile);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDINGS_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);
bzLogInfo("Got size: %2d %2d", size.sizeX, size.sizeY);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) {
for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) {
GAME->entityMap[yIdx * layer->width + xIdx] = e;
}
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
return true;
}