Files
PixelDefense/game/main.c

663 lines
22 KiB
C

#include <rlImGui.h>
#include <time.h>
#include <raymath.h>
#include <stdlib.h>
#include "systems/systems.h"
#include "components.h"
#include "game_state.h"
#include "game_tileset.h"
#include "input.h"
#include "map_init.h"
#include "map_layers.h"
#include "buildings.h"
#include "ui_widgets.h"
#include "pathfinding.h"
#include "sounds.h"
ECS_COMPONENT_DECLARE(Game);
ECS_COMPONENT_DECLARE(InputState);
ECS_COMPONENT_DECLARE(SoundState);
BzUI *UI = NULL;
ecs_world_t *ECS = NULL;
bool init(void *userData);
void deinit(void *userData);
void update(float dt, void *userData);
void render(float dt, void *userData);
void imguiRender(float dt, void *userData);
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;
appDesc->userData = NULL;
//SetConfigFlags(FLAG_WINDOW_RESIZABLE);
return true;
}
int cmpDrawData(const void *a, const void *b) {
const DrawData *lhs = (DrawData *) a;
const DrawData *rhs = (DrawData *) b;
f32 dif = (rhs->dst.y) - (lhs->dst.y);
int cmpVal = 0;
if (dif < 0) cmpVal = 1;
else if (dif > 0) cmpVal = -1;
return cmpVal;
}
bool serializeOptions(const char *path, const Options *opts) {
FILE *f = fopen(path, "w");
size_t numWritten = fwrite(opts, sizeof(*opts), 1, f);
fclose(f);
return numWritten == 1;
}
bool deserializeOptions(const char *path, Options *optsOut) {
FILE *f = fopen(path, "r");
Options opts;
size_t numRead = fread(&opts, sizeof(opts), 1, f);
fclose(f);
if (numRead == 1) {
*optsOut = opts;
return true;
}
return false;
}
bool init(void *userData) {
// Center window
int monitor = GetCurrentMonitor();
int monitorWidth = GetMonitorWidth(monitor);
int monitorHeight = GetMonitorHeight(monitor);
int windowWidth = GetScreenWidth();
int windowHeight = GetScreenHeight();
SetWindowPosition((int)(monitorWidth / 2) - (int)(windowWidth / 2), (int)(monitorHeight / 2) - (int)(windowHeight / 2));
BZ_UNUSED(userData);
SetExitKey(0);
UI = bzUICreate();
ECS = ecs_init();
initComponentIDs(ECS);
// For ecs explorer
//ecs_singleton_set(ECS, EcsRest, {0});
//ECS_IMPORT(ECS, FlecsMonitor);
ECS_COMPONENT_DEFINE(ECS, Game);
ecs_singleton_set(ECS, Game, {});
Game *game = ecs_singleton_get_mut(ECS, Game);
setScreen(game, SCREEN_MAIN_MENU);
game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
game->drawQuery = ecs_query(ECS, {
.filter.terms = {
{ ecs_id(Position) },
{ ecs_id(Size) },
{ ecs_id(Rotation) },
{ ecs_id(TextureRegion) }
},
});
{
ECS_COMPONENT_DEFINE(ECS, InputState);
ecs_singleton_set(ECS, InputState, {});
InputState *input = ecs_singleton_get_mut(ECS, InputState);
input->mapping = inputDefaultMapping();
// Create queries
input->queries.selected = ecs_query(ECS, {
.filter.terms = {
{ecs_id(Position)},
{ecs_id(Size)},
{ecs_id(Selected)}
}
});
input->building = BUILDING_NONE;
}
{
InitAudioDevice();
ECS_COMPONENT_DEFINE(ECS, SoundState);
ecs_singleton_set(ECS, SoundState, {});
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
soundsLoad(sounds, SOUND_WOOD_PUNCH, 0.1f, "assets/sounds/wood hit 17.wav");
}
game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
// init pools
game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = sizeof(PathData),
.objectsPerPage = 512
});
game->pools.btNode = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = bzBTGetNodeSize(),
.objectsPerPage = 64
});
game->pools.btNodeState = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = bzBTGetNodeStateSize(),
.objectsPerPage = 1024,
});
BzObjectPool *nodePool = game->pools.btNode;
// moveTo
{
BzBTNode *root = NULL;
BzBTNode *node = NULL;
root = bzBTMakeRoot(nodePool);
game->BTs.moveTo = root;
// Just a single action for now
node = bzBTAction(nodePool, root, (BzBTActionFn) aiMoveTo);
bzBTNodeSetName(node, "moveTo");
}
// worker harvest
{
BzBTNode *root = NULL;
BzBTNode *node = NULL;
root = bzBTMakeRoot(nodePool);
game->BTs.workerHarvest = root;
//node = bzBTDecorUntilFail(nodePool, root);
BzBTNode *collectSeq = bzBTCompSequence(nodePool, root);
BzBTNode *untilFail = bzBTDecorUntilFail(nodePool, collectSeq);
{
BzBTNode *untilSeq = bzBTCompSequence(nodePool, untilFail);
node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiFindNextHarvestable);
bzBTNodeSetName(node, "findNextHarvestable");
node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiMoveTo);
bzBTNodeSetName(node, "moveTo");
node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiResetElapsed);
bzBTNodeSetName(node, "resetElapsed");
node = bzBTAction(nodePool, untilSeq, (BzBTActionFn) aiHarvestRes);
bzBTNodeSetName(node, "harvestRes");
node = bzBTDecorInvert(nodePool, untilSeq);
node = bzBTAction(nodePool, node, (BzBTActionFn) aiCarryCapacityFull);
bzBTNodeSetName(node, "carryCapacityFull");
}
node = bzBTDecorInvert(nodePool, collectSeq);
node = bzBTAction(nodePool, node, (BzBTActionFn) aiCarryCapacityEmpty);
bzBTNodeSetName(node, "carryCapacityEmpty");
node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiFindNearestStorage);
bzBTNodeSetName(node, "findNearestStorage");
node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiMoveTo);
bzBTNodeSetName(node, "moveTo");
node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiResetElapsed);
bzBTNodeSetName(node, "resetElapsed");
node = bzBTAction(nodePool, collectSeq, (BzBTActionFn) aiDepositRes);
bzBTNodeSetName(node, "depositRes");
node = bzBTDecorDelay(nodePool, collectSeq, 1.0f);
//node = bzBTAction(nodePool, collectSeq, NULL);
//bzBTNodeSetName(node, "harvest");
//node = bzBTAction(nodePool, collectSeq, NULL);
//bzBTNodeSetName(node, "moveTo");
//node = bzBTAction(nodePool, collectSeq, NULL);
//bzBTNodeSetName(node, "deposit");
}
game->frameDuration = 0.16f;
game->tileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/game.tsj",
.texturePath="assets/game.png"
});
// Fixes texture bleeding
GenTextureMipmaps(&game->tileset.tiles);
SetTextureWrap(game->tileset.tiles, TEXTURE_WRAP_CLAMP);
SetTextureFilter(game->tileset.tiles, TEXTURE_FILTER_POINT);
setupSystems();
loadMap(game, "assets/maps/main_menu_01.tmj");
game->debug.drawMapColliders = true;
game->debug.drawSpatialGrid = true;
game->debug.drawPath = true;
game->debug.inspecting = bzArrayCreate(ecs_entity_t, 10);
// Load settings
const char *workDir = GetApplicationDirectory();
char buf[FILENAME_MAX];
snprintf(buf, sizeof(buf), "%s%s", workDir, "settings");
Options opts;
if (deserializeOptions(buf, &opts)) {
game->options = opts;
} else {
game->options = getDefaultOptions();
}
return true;
}
void deinit(void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
const char *workDir = GetApplicationDirectory();
char buf[FILENAME_MAX];
snprintf(buf, sizeof(buf), "%s%s", workDir, "settings");
serializeOptions(buf, &game->options);
unloadMap(game);
// Destroy queries
ecs_query_fini(input->queries.selected);
ecs_query_fini(game->drawQuery);
Game gameCopy = *game;
InputState inputCopy = *input;
SoundState soundsCopy = *sounds;
// Destroy ECS
ecs_fini(ECS);
ECS = NULL;
game = &gameCopy;
input = &inputCopy;
sounds = &soundsCopy;
bzArrayDestroy(game->debug.inspecting);
bzTilesetDestroy(&game->tileset);
bzStackAllocDestroy(&game->stackAlloc);
bzObjectPoolDestroy(game->pools.pathData);
bzObjectPoolDestroy(game->pools.btNode);
bzObjectPoolDestroy(game->pools.btNodeState);
soundsUnloadAll(sounds);
bzUIDestroy(UI);
UI = NULL;
UnloadFont(game->font);
}
void update(float dt, void *userData) {
BZ_UNUSED(userData);
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
game->screenPrevFrame = game->screen;
if (game->screen != game->nextScreen)
game->screen = game->nextScreen;
bzStackAllocReset(&game->stackAlloc);
ImGuiIO *io = igGetIO();
bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
updateInputState(input, game->camera, dt);
switch (game->screen) {
case SCREEN_GAME:
updatePlayerInput();
break;
case SCREEN_PAUSE_MENU:
if (IsKeyReleased(input->mapping.backBtn)) {
setScreen(game, SCREEN_GAME);
}
break;
case SCREEN_MAIN_MENU:
break;
case SCREEN_SETTINGS:
break;
}
}
static void drawOverScreen(Color c) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
DrawRectangle(0, 0, width, height, c);
}
static void renderGame(Game *game, float dt) {
ClearBackground(RAYWHITE);
BeginMode2D(game->camera);
// Map
BzTileMap *map = &game->map;
bzTileMapDraw(map);
// Ground UI
drawPlayerInputUIGround();
// Entities
i32 numDraws = ecs_query_entity_count(game->drawQuery);
DrawData *drawData = bzStackAlloc(&game->stackAlloc, numDraws * sizeof(*drawData));
ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery);
ecs_entity_t worker = 0;
i32 drawIdx = 0;
while (ecs_iter_next(&it)) {
Position *p = ecs_field(&it, Position, 1);
Size *s = ecs_field(&it, Size, 2);
Rotation *r = ecs_field(&it, Rotation, 3);
TextureRegion *t = ecs_field(&it, TextureRegion, 4);
for (i32 i = 0; i < it.count; i++) {
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
if (dst.width == 10 && dst.height == 10) {
worker = it.entities[i];
}
Vector2 origin = {dst.width * 0.5f, dst.height};
dst.x += origin.x - dst.width * 0.5f;
dst.y += origin.y - dst.height * 0.5f;
Rectangle src = t[i].rec;
// Fixes texture bleeding issue
src.x += 0.01f;
src.y += 0.01f;
src.width -= 0.02f;
src.height -= 0.02f;
if (t[i].flipX) src.width *= -1.0f;
if (t[i].flipY) src.height *= -1.0f;
DrawData draw = (DrawData) {
.src = src,
.dst = dst,
.origin = origin,
.rotation = r[i],
.canHaveAlpha = true,
};
if (ecs_has_id(ECS, it.entities[i], ecs_id(Unit)) ||
ecs_has_id(ECS, it.entities[i], ecs_id(Arm))) {
Vector2 pos = {dst.x, dst.y};
Vec2i cellPos = bzTileMapPosToTile(map, pos);
bzTileMapSetCollisions(map, true, COLL_LAYER_TRANSPARENCY,
cellPos.x, cellPos.y, 1, 1);
draw.canHaveAlpha = false;
}
drawData[drawIdx++] = draw;
}
}
BZ_ASSERT(drawIdx == numDraws);
qsort(drawData, numDraws, sizeof(*drawData), cmpDrawData);
Texture2D tex = game->tileset.tiles;
for (i32 i = 0; i < numDraws; i++) {
DrawData draw = drawData[i];
Vector2 pos = {
draw.dst.x,
draw.dst.y - draw.dst.height * 0.5f,
};
Color c = WHITE;
if (draw.canHaveAlpha) {
Vec2i mapPos = bzTileMapPosToTile(map, pos);
if (bzTileMapHasCollision(map, COLL_LAYER_TRANSPARENCY, mapPos.x, mapPos.y)) {
c.a = 180;
}
}
DrawTexturePro(tex, draw.src, draw.dst, draw.origin, draw.rotation, c);
}
bzTileMapClearCollisionLayer(&game->map, COLL_LAYER_TRANSPARENCY);
Vector2 target = GetMousePosition();
target = GetScreenToWorld2D(target, game->camera);
static f32 elapsed = 0;
static bool attack = false;
static Vector2 lockedTarget;
if (!attack && IsMouseButtonPressed(0)) {
attack = true;
lockedTarget = target;
elapsed = 0;
}
elapsed += dt * 2;
elapsed = Clamp(elapsed, 0, 1.0f);
attack = false;
if (worker && false) {
Position *pos = ecs_get_mut(ECS, worker, Position);
DrawCircle(pos->x, pos->y, 2.0f, BLUE);
Vector2 attackVector = Vector2Subtract(lockedTarget, *pos);
attackVector = Vector2Normalize(attackVector);
attackVector = Vector2Scale(attackVector, 2.0f);
DrawLine(pos->x, pos->y, pos->x + attackVector.x, pos->y + attackVector.y, RED);
Rotation *rot = ecs_get_mut(ECS, worker, Rotation);
f32 targetRot = Vector2Angle(*pos, lockedTarget);
targetRot += 25 * DEG2RAD;
*rot = targetRot * bzEase(BZ_EASE_IN_BACK, elapsed);
bzLogInfo("%.2f", Vector2Angle(*pos, lockedTarget) * RAD2DEG);
}
ecs_progress(ECS, dt);
ecs_enable(ECS, renderDebugPathSystem, game->debug.drawPath);
ecs_enable(ECS, renderCollidersSystem, game->debug.drawEntityColliders);
if (game->debug.drawMapColliders)
bzTileMapDrawCollisions(&game->map);
if (game->debug.drawSpatialGrid)
bzSpatialGridDrawDebugGrid(game->entityGrid);
drawPlayerInputUI();
EndMode2D();
}
void render(float dt, void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
Color shadow = BLACK;
shadow.a = 35;
switch (game->screen) {
case SCREEN_GAME:
renderGame(game, dt);
drawGameUI(game, dt);
break;
case SCREEN_PAUSE_MENU:
renderGame(game, dt);
drawOverScreen(shadow);
drawPauseUI(game, dt);
break;
case SCREEN_MAIN_MENU:
renderGame(game, dt);
drawOverScreen(shadow);
drawMainMenuUI(game, dt);
break;
case SCREEN_SETTINGS:
renderGame(game, dt);
drawOverScreen(shadow);
drawSettingsUI(game, dt);
break;
}
}
void igInspectComp(const char *label, ecs_entity_t entity, ecs_entity_t comp, ImGuiCompFn fn) {
igPushID_Int(comp);
if (igTreeNode_Str(label)) {
bool isAttached = ecs_has_id(ECS, entity, comp);
igCheckbox("Attached", &isAttached);
if (isAttached)
fn(ECS, entity, comp);
if (isAttached != ecs_has_id(ECS, entity, comp)) {
if (!isAttached) {
ecs_remove_id(ECS, entity, comp);
} else {
ecs_set_id(ECS, entity, comp, 0, NULL);
}
}
igTreePop();
}
igPopID();
}
void igInspectWindow(ecs_entity_t entity, bool *open) {
if (!ecs_is_alive(ECS, entity)) {
*open = false;
return;
}
igSetNextWindowSize((ImVec2) {300, 440}, ImGuiCond_FirstUseEver);
char buf[64];
snprintf(buf, sizeof(buf), "Entity: %ld", entity);
if (igBegin(buf, open, 0)) {
if (igSmallButton("Destroy")) {
ecs_delete(ECS, entity);
igEnd();
*open = false;
return;
}
if (igCollapsingHeader_TreeNodeFlags("Tags", 0)) {
//igTagCheckbox("GameEntity", ECS, entity, GameEntity);
igTagCheckbox("Selectable", ECS, entity, Selectable);
igTagCheckbox("Selected", ECS, entity, Selected);
igTagCheckbox("Storage", ECS, entity, Storage);
igTagCheckbox("Harvestable", ECS, entity, Harvestable);
igTagCheckbox("Workable", ECS, entity, Workable);
igTagCheckbox("Attackable", ECS, entity, Attackable);
}
if (ecs_has(ECS, entity, BzBTState) &&
igCollapsingHeader_TreeNodeFlags("BehaviourTree", 0)) {
const BzBTState *state = ecs_get(ECS, entity, BzBTState);
if (state->root)
igVisualizeBTState(state->root, state->_first);
else
igTextColored((ImVec4) {1, 0, 0, 1}, "NONE");
}
if (igCollapsingHeader_TreeNodeFlags("Components", 0)) {
igInspectComp("Resource", entity, ecs_id(Resource), igResource);
igInspectComp("Owner", entity, ecs_id(Owner), igOwner);
igInspectComp("SpatialGridID", entity, ecs_id(SpatialGridID), igSpatialGridID);
igInspectComp("Position", entity, ecs_id(Position), igVec2Comp);
igInspectComp("Size", entity, ecs_id(Size), igVec2Comp);
igInspectComp("Velocity", entity, ecs_id(Velocity), igVec2Comp);
igInspectComp("TargetPosition", entity, ecs_id(TargetPosition), igVec2Comp);
igInspectComp("Steering", entity, ecs_id(Steering), igVec2Comp);
igInspectComp("Rotation", entity, ecs_id(Rotation), igFloat);
igInspectComp("Path", entity, ecs_id(Path), igPath);
igInspectComp("TextureRegion", entity, ecs_id(TextureRegion), igTextureRegion);
igInspectComp("Animation", entity, ecs_id(Animation), igAnimation);
igInspectComp("Easing", entity, ecs_id(Easing), igEasing);
igInspectComp("Arms", entity, ecs_id(Arms), igArms);
igInspectComp("Arm", entity, ecs_id(Arm), igArm);
igInspectComp("BzBTState", entity, ecs_id(BzBTState), igBzBTState);
igInspectComp("AIBlackboard", entity, ecs_id(AIBlackboard), igAIBlackboard);
igInspectComp("Worker", entity, ecs_id(Worker), igWorker);
igInspectComp("Unit", entity, ecs_id(Unit), igUnit);
}
}
igEnd();
}
void imguiRender(float dt, void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
igShowDemoWindow(NULL);
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
igText("PathData pool available: %llu", bzObjectPoolGetNumFree(game->pools.pathData));
igText("BTNode pool available: %llu", bzObjectPoolGetNumFree(game->pools.btNode));
igText("BTNodeState pool available: %llu", bzObjectPoolGetNumFree(game->pools.btNodeState));
const char *inputState = "NONE";
switch (input->state) {
case INPUT_NONE:
inputState = "NONE";
break;
case INPUT_BUILDING:
inputState = "BUILDING";
break;
case INPUT_SELECTED_UNITS:
inputState = "SELECTED_UNITS";
break;
case INPUT_SELECTED_OBJECT:
inputState = "SELECTED_OBJECT";
break;
case INPUT_SELECTED_BUILDING:
inputState = "SELECTED_BUILDING";
break;
}
igText("Input state: %s", inputState);
if (igCollapsingHeader_TreeNodeFlags("Selection", 0)) {
switch (input->state) {
case INPUT_SELECTED_UNITS:
case INPUT_SELECTED_OBJECT:
case INPUT_SELECTED_BUILDING: {
ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
while (ecs_iter_next(&it)) {
for (i32 i = 0; i < it.count; i++) {
ecs_entity_t entity = it.entities[i];
igText("Entity: %ld", entity);
}
}
break;
}
default:
igText("NONE");
break;
}
}
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 = BUILDING_NONE; i < BUILDING_COUNT; i++) {
const char *buildingStr = getBuildingStr(i);
if (!buildingStr) buildingStr = "NONE";
if (igSelectable_Bool(buildingStr, input->building == i, 0, (ImVec2){0, 0}))
input->building = i;
}
if (input->building > BUILDING_NONE && input->building < BUILDING_COUNT)
input->state = INPUT_BUILDING;
}
if (igCollapsingHeader_TreeNodeFlags("DebugDraw", 0)) {
igCheckbox("map colliders", &game->debug.drawMapColliders);
igCheckbox("entity colliders", &game->debug.drawEntityColliders);
igCheckbox("spatial grid", &game->debug.drawSpatialGrid);
igCheckbox("path", &game->debug.drawPath);
}
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0);
}
if (igSmallButton("Quite game")) {
bzGameExit();
}
igEnd();
ecs_defer_begin(ECS);
i32 inspectLen = bzArraySize(game->debug.inspecting);
for (i32 i = inspectLen - 1; i >= 0; i--) {
bool open = true;
igInspectWindow(game->debug.inspecting[i], &open);
if (!open) {
bzArrayDelSwap(game->debug.inspecting, i);
}
}
ecs_defer_end(ECS);
}