283 lines
11 KiB
C
283 lines
11 KiB
C
#include "map_init.h"
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#include <flecs.h>
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#include "buildings.h"
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#include "components.h"
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#include "entity_factory.h"
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#include "game_state.h"
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#include "map_layers.h"
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#include "utils.h"
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bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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BzTileObject object = objectGroup->objects[i];
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if (bzStringDefaultHash("camera") == object.id) {
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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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bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
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if (!objectTileset) return true;
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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//if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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Position pos = (Position) { object.shape.x, object.shape.y };
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BzTileID gid = bzTilesetGetTileID(objectTileset, object.gid);
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BzTileID baseGid = getTileBase(gid);
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Player player = PLAYER_RED;
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if (baseGid != gid)
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player = PLAYER_BLUE;
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EntityType entity = getTileEntity(baseGid);
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switch (entity) {
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case ENTITY_GOBLIN:
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break;
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case ENTITY_MAGE:
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break;
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case ENTITY_ORC:
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break;
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case ENTITY_SOLDIER:
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entityCreateSoldier(pos, player, game);
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break;
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case ENTITY_WARRIOR:
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break;
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case ENTITY_WORKER:
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entityCreateWorker(pos, player, game);
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break;
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default:
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BZ_ASSERT(false);
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break;
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}
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}
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return true;
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}
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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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 *data = layer->data;
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BzTile *buildingData = buildingLayer->data;
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BZ_ASSERT(ownershipLayer->tilesetIdx == buildingLayer->tilesetIdx);
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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 ownerRawTile = data[y * layer->width + x];
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BzTileID owner = bzTilesetGetTileID(buildingTileset, ownerRawTile);
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BzTile buildingRawTile = buildingData[y * layer->width + x];
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BzTile buildingType = bzTilesetGetTileID(buildingTileset, buildingRawTile);
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buildingType = getTileBuilding(buildingType);
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if (buildingType <= BUILDING_NONE || buildingType >= BUILDING_COUNT)
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continue;
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// TODO: set player owner
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// Convert owner
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OwnerType ownerType = getOwnerType(owner);
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Player player = PLAYER_RED;
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switch (ownerType) {
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case OWNER_BLUE:
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player = PLAYER_BLUE;
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break;
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case OWNER_RED:
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player = PLAYER_RED;
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break;
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default:
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BZ_ASSERT(false);
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break;
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}
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placeBuilding(game, buildingType, x, y, player);
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i32 sizeX = 1;
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i32 sizeY = 1;
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getBuildingSize(buildingType, &sizeX, &sizeY);
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x += sizeX - 1;
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y += sizeY - 1;
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}
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}
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return true;
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}
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bool initRocksLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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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 tile = layer->data[y * layer->width + x];
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BzTile layerTile = tile;
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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f32 sizeX = tileset->tileWidth;
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = entityCreateEmpty();
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, HitBox, {sizeX, sizeY});
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ecs_set(ECS, e, Rotation, {0});
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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
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ecs_set(ECS, e, Resource, {RES_GOLD, 80});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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}
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}
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return true;
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}
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bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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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 tile = layer->data[y * layer->width + x];
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BzTile layerTile = tile;
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile == -1) continue; // Not a tree
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BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
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BZ_ASSERT(hasEntityHitBoxRec(tileID));
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HitBox hb = getEntityHitBoxRec(tileID);
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f32 sizeX = tileset->tileWidth;
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = entityCreateEmpty();
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e,
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posX + hb.x, posY + hb.y,
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hb.width, hb.height);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set_ptr(ECS, e, HitBox, &hb);
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ecs_set(ECS, e, Rotation, {0});
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ecs_set(ECS, e, TextureRegion, {tileset->tiles, getTextureRect(tileID)});
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ecs_set(ECS, e, Resource, {RES_WOOD, 20});
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ecs_add_id(ECS, e, Selectable);
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ecs_add_id(ECS, e, Harvestable);
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}
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}
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return true;
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}
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void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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BzTileset *tileset = bzTileLayerGetTileset(map, layer);
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Vector2 drawPos = {layer->offsetX, layer->offsetY};
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static f32 elapsed = 0.0f;
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elapsed += GetFrameTime();
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const Game *game = ecs_singleton_get(ECS, Game);
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Camera2D camera = game->camera;
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Rectangle camBounds = getCameraBounds(camera);
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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 tile = bzTileLayerGetTile(layer, x, y);
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tile = bzTilesetGetTileID(tileset, tile);
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if (tile != -1) {
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if (terrainHasAnimation(tile)) {
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f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
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i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
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i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
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tile = terrainGetAnimationFrame(tile, frameIdx).frame;
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}
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Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
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Rectangle bounds = {
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drawPos.x,
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drawPos.y,
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tileset->tileWidth,
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tileset->tileHeight
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};
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if (CheckCollisionRecs(camBounds, bounds))
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DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
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}
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drawPos.x += (float) tileset->tileWidth;
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}
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drawPos.x = layer->offsetX;
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drawPos.y += (float) tileset->tileHeight;
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}
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}
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void loadMap(Game *game, const char *path) {
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game->map = bzTileMapCreate(&(BzTileMapDesc) {
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.path=path,
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.collisionMap=true,
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.tilesets[0]=game->tileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
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.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
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.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", 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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game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
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.maxWidth=game->map.width * game->map.tileWidth,
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.maxHeight=game->map.height * game->map.tileHeight,
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.cellWidth=game->map.tileWidth * 4,
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.cellHeight=game->map.tileHeight * 4,
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.userDataSize=sizeof(ecs_entity_t)
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});
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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) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
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game->camera.rotation = 0.0f;
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game->camera.zoom = 3.0f;
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bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_ROCKS, initRocksLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_ROCKS2, initRocksLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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}
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void unloadMap(Game *game) {
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ecs_delete_with(ECS, GameEntity);
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if (game->map.isValid) {
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bzTileMapDestroy(&game->map);
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game->map.isValid = false;
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}
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if (game->entityGrid) {
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bzSpatialGridDestroy(game->entityGrid);
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game->entityGrid = NULL;
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}
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}
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