Files
PixelDefense/game/buildings.c

107 lines
3.7 KiB
C

#include "buildings.h"
#include "components.h"
#include "game_state.h"
#include "map_layers.h"
bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
if (sizeX == 0 || sizeY == 0) return false;
// Ensure that it is within the map
if (tileX < 0 || tileX + sizeX > map->width ||
tileY < 0 || tileY + sizeY > map->height)
return false;
Rectangle buildArea = {tileX * map->tileWidth, tileY * map->tileHeight,
sizeX * map->tileWidth, sizeY * map->tileHeight};
// Need to check neighbour tiles
tileX -= 1;
tileY -= 1;
sizeX += 2;
sizeY += 2;
BzTileLayer *buildLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *tileset = bzTileLayerGetTileset(map, buildLayer);
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
if (x != tileX && x != tileX + sizeX - 1 &&
y != tileY && y != tileY + sizeY - 1) {
// Without padding
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = getTileBuilding(tile);
if (tile == BUILDINGS_ROAD)
return false;
}
BzTileCollider collider = bzTileMapGetCollider(map, x, y);
f32 posX = x * map->tileWidth;
f32 posY = y * map->tileHeight;
for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
BzTileShape shape = collider.shapes[i];
shape.x += posX;
shape.y += posY;
switch (shape.type) {
case BZ_TILE_SHAPE_NONE:
case BZ_TILE_SHAPE_POINT:
break;
case BZ_TILE_SHAPE_RECT: {
Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
if (CheckCollisionRecs(buildArea, shapeRec))
return false;
break;
}
case BZ_TILE_SHAPE_ELLIPSE: {
Vector2 pos = {shape.x, shape.y};
f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
if (CheckCollisionCircleRec(pos, radius, buildArea))
return false;
break;
}
}
}
}
}
return true;
}
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile buildingTile = getBuildingTile(type);
BZ_ASSERT(buildingTile != -1);
// Create entity
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=tileX, .y=tileY});
ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
BzTile layerTile = buildingTile + buildingTileset->startID;
bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
buildingTile++;
GAME->entityMap[y * buildingLayer->width + x] = e;
bzTileMapUpdateCollider(map, x, y);
}
buildingTile += buildingTileset->width - sizeX;
}
return e;
}