Files
PixelDefense/game/main.c

169 lines
5.0 KiB
C

#include <rlImGui.h>
#include "utils/building_types.h"
#include "components.h"
#include "game_state.h"
#include "map_init.h"
#include "map_layers.h"
#include "buildings.h"
Game *GAME = NULL;
bool init(Game *game);
void deinit(Game *game);
void update(float dt, Game *game);
void render(float dt, Game *game);
void imguiRender(float dt, Game *game);
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;
GAME = bzAlloc(sizeof(*GAME));
appDesc->userData = GAME;
appDesc->useFlecs = true;
return true;
}
bool init(Game *game) {
int screenWidth = 1280;
int screenHeight = 720;
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
game->camera.rotation = 0.0f;
game->camera.zoom = 1.0f;
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj",
.texturePath="assets/terrain.png"
});
game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/buildings.tsj",
.texturePath="assets/buildings.png"
});
game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/entities.tsj",
.texturePath="assets/entities.png"
});
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
return true;
}
void deinit(Game *game) {
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
bzFree(GAME);
GAME = NULL;
}
void update(float dt, Game *game) {
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
ImGuiIO *io = igGetIO();
if (io->WantCaptureMouse || io->WantCaptureKeyboard)
return;
if (IsKeyDown(KEY_W)) game->camera.target.y -= 20;
if (IsKeyDown(KEY_S)) game->camera.target.y += 20;
if (IsKeyDown(KEY_A)) game->camera.target.x -= 20;
if (IsKeyDown(KEY_D)) game->camera.target.x += 20;
if (IsKeyDown(KEY_Q)) game->camera.rotation--;
if (IsKeyDown(KEY_E)) game->camera.rotation++;
game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
if (game->selectedBuilding) {
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(game->selectedBuilding, &sizeX, &sizeY);
bool canPlace = canPlaceBuilding(&game->map, game->selectedBuilding, tileX, tileY);
/*
Color placeColor = canPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
*/
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
placeBuilding(&game->map, game->selectedBuilding, tileX, tileY);
}
}
}
void render(float dt, Game *game) {
ClearBackground(RAYWHITE);
BeginMode2D(game->camera);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
EndMode2D();
}
void imguiRender(float dt, Game *game) {
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
for (int i = 0; i < BUILDINGS_COUNT; i++) {
if (igSelectable_Bool(getBuildingStr(i), game->selectedBuilding == i, 0, (ImVec2){0,0}))
game->selectedBuilding = i;
}
}
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
}
igEnd();
igShowDemoWindow(NULL);
}