774 lines
26 KiB
C
774 lines
26 KiB
C
#include <rlImGui.h>
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#include <time.h>
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#include <raymath.h>
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#include <stdlib.h>
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#include "systems/systems.h"
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#include "components.h"
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#include "game_state.h"
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#include "game_tileset.h"
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#include "input.h"
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#include "map_init.h"
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#include "map_layers.h"
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#include "buildings.h"
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#include "ui_widgets.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "pathfinding.h"
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#include "sounds.h"
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ECS_COMPONENT_DECLARE(Game);
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ECS_COMPONENT_DECLARE(InputState);
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ECS_COMPONENT_DECLARE(SoundState);
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BzUI *UI = NULL;
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ecs_world_t *ECS = NULL;
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bool init(void *userData);
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void deinit(void *userData);
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void update(float dt, void *userData);
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void render(float dt, void *userData);
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void imguiRender(float dt, void *userData);
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bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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appDesc->width = 1280;
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appDesc->height = 720;
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appDesc->title = "PixelDefense";
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appDesc->fps = 60;
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appDesc->init = (BzAppInitFunc) init;
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appDesc->deinit = (BzAppDeinitFunc) deinit;
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appDesc->update = (BzAppUpdateFunc) update;
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appDesc->render = (BzAppRenderFunc) render;
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appDesc->imguiRender = (BzAppRenderFunc) imguiRender;
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appDesc->userData = NULL;
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//SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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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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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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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 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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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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.generateCollisionMap=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"},
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.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
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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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bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
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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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int cmpDrawData(const void *a, const void *b) {
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const DrawData *lhs = (DrawData *) a;
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const DrawData *rhs = (DrawData *) b;
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f32 dif = (rhs->dst.y) - (lhs->dst.y);
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int cmpVal = 0;
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if (dif < 0) cmpVal = 1;
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else if (dif > 0) cmpVal = -1;
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return cmpVal;
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}
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bool init(void *userData) {
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// Center window
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int monitor = GetCurrentMonitor();
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int monitorWidth = GetMonitorWidth(monitor);
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int monitorHeight = GetMonitorHeight(monitor);
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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SetWindowPosition((int)(monitorWidth / 2) - (int)(windowWidth / 2), (int)(monitorHeight / 2) - (int)(windowHeight / 2));
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BZ_UNUSED(userData);
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SetExitKey(0);
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UI = bzUICreate();
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ECS = ecs_init();
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initComponentIDs(ECS);
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// For ecs explorer
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//ecs_singleton_set(ECS, EcsRest, {0});
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//ECS_IMPORT(ECS, FlecsMonitor);
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ECS_COMPONENT_DEFINE(ECS, Game);
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ecs_singleton_set(ECS, Game, {});
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->screen = SCREEN_MAIN_MENU;
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game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
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game->drawData = bzArrayCreate(DrawData, 1000);
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game->drawQuery = ecs_query(ECS, {
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.filter.terms = {
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{ ecs_id(Position) },
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{ ecs_id(Size) },
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{ ecs_id(Rotation) },
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{ ecs_id(TextureRegion) }
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},
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});
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{
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ECS_COMPONENT_DEFINE(ECS, InputState);
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ecs_singleton_set(ECS, InputState, {});
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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input->mapping = inputDefaultMapping();
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// Create queries
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input->queries.selected = ecs_query(ECS, {
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.filter.terms = {
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{ecs_id(Position)},
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{ecs_id(Size)},
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{ecs_id(Selected)}
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}
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});
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input->building = BUILDING_NONE;
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}
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{
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InitAudioDevice();
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ECS_COMPONENT_DEFINE(ECS, SoundState);
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ecs_singleton_set(ECS, SoundState, {});
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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soundsLoad(sounds, SOUND_WOOD_PUNCH, 0.1f, "assets/sounds/wood hit 17.wav");
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}
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game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
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// init pools
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game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = sizeof(PathData),
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.objectsPerPage = 512
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});
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game->pools.actions = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = sizeof(Action),
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.objectsPerPage = 1024,
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});
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game->frameDuration = 0.16f;
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game->tileset = bzTilesetCreate( &(BzTilesetDesc) {
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.path="assets/game.tsj",
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.texturePath="assets/game.png"
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});
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// Fixes texture bleeding
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GenTextureMipmaps(&game->tileset.tiles);
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SetTextureWrap(game->tileset.tiles, TEXTURE_WRAP_CLAMP);
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SetTextureFilter(game->tileset.tiles, TEXTURE_FILTER_POINT);
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setupSystems();
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loadMap(game, "assets/maps/main_menu_01.tmj");
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game->debug.drawMapColliders = true;
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game->debug.drawSpatialGrid = true;
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game->debug.drawPath = true;
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game->debug.inspecting = bzArrayCreate(ecs_entity_t, 10);
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return true;
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}
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void deinit(void *userData) {
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BZ_UNUSED(userData);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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unloadMap(game);
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// Destroy queries
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ecs_query_fini(input->queries.selected);
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ecs_query_fini(game->drawQuery);
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Game gameCopy = *game;
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InputState inputCopy = *input;
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SoundState soundsCopy = *sounds;
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// Destroy ECS
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ecs_fini(ECS);
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ECS = NULL;
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game = &gameCopy;
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input = &inputCopy;
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sounds = &soundsCopy;
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bzArrayDestroy(game->debug.inspecting);
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bzTilesetDestroy(&game->tileset);
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bzStackAllocDestroy(&game->stackAlloc);
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bzObjectPoolDestroy(game->pools.pathData);
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bzObjectPoolDestroy(game->pools.actions);
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bzArrayDestroy(game->drawData);
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soundsUnloadAll(sounds);
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bzUIDestroy(UI);
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UI = NULL;
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UnloadFont(game->font);
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}
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void update(float dt, void *userData) {
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BZ_UNUSED(userData);
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char titleBuf[32];
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snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
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SetWindowTitle(titleBuf);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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BZ_ASSERT(game->stackAlloc.allocated == 0);
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bzStackAllocReset(&game->stackAlloc);
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ImGuiIO *io = igGetIO();
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bzUISetCaptureMouse(UI, !io->WantCaptureMouse);
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bzUISetCaptureKeyboard(UI, !io->WantCaptureKeyboard);
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input->canUseMouse = !io->WantCaptureMouse && !bzUICapturedMouse(UI);
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input->canUseKeyboard = !io->WantCaptureKeyboard && !bzUICapturedKeyboard(UI);
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updateInputState(input, game->camera, dt);
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switch (game->screen) {
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case SCREEN_GAME:
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updatePlayerInput();
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break;
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case SCREEN_PAUSE_MENU:
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if (IsKeyReleased(input->mapping.backBtn)) {
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game->screen = SCREEN_GAME;
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}
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break;
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case SCREEN_MAIN_MENU:
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break;
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case SCREEN_SETTINGS:
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break;
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}
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}
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static void drawOverScreen(Color c) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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DrawRectangle(0, 0, width, height, c);
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}
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static void renderGame(Game *game, float dt) {
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ClearBackground(RAYWHITE);
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BeginMode2D(game->camera);
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// Map
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bzTileMapDraw(&game->map);
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// Ground UI
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drawPlayerInputUIGround();
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// Entities
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bzArrayClear(game->drawData);
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ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery);
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ecs_entity_t worker = 0;
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while (ecs_iter_next(&it)) {
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Position *p = ecs_field(&it, Position, 1);
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Size *s = ecs_field(&it, Size, 2);
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Rotation *r = ecs_field(&it, Rotation, 3);
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TextureRegion *t = ecs_field(&it, TextureRegion, 4);
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for (i32 i = 0; i < it.count; i++) {
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Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
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if (dst.width == 10 && dst.height == 10) {
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worker = it.entities[i];
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}
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Vector2 origin = {dst.width * 0.5f, dst.height};
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dst.x += origin.x - dst.width * 0.5f;
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dst.y += origin.y - dst.height * 0.5f;
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Rectangle src = t[i].rec;
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// Fixes texture bleeding issue
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src.x += 0.01f;
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src.y += 0.01f;
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src.width -= 0.02f;
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src.height -= 0.02f;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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bzArrayPush(game->drawData, (DrawData) {
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.tex = t[i].texture,
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.src = src,
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.dst = dst,
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.origin = origin,
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.rotation = r[i]
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});
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}
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}
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qsort(game->drawData, bzArraySize(game->drawData), sizeof(*game->drawData), cmpDrawData);
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for (i32 i = 0; i < bzArraySize(game->drawData); i++) {
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DrawData draw = game->drawData[i];
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DrawTexturePro(draw.tex, draw.src, draw.dst, draw.origin, draw.rotation, WHITE);
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}
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Vector2 target = GetMousePosition();
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target = GetScreenToWorld2D(target, game->camera);
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static f32 elapsed = 0;
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static bool attack = false;
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static Vector2 lockedTarget;
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if (!attack && IsMouseButtonPressed(0)) {
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attack = true;
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lockedTarget = target;
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elapsed = 0;
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}
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elapsed += dt * 2;
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elapsed = Clamp(elapsed, 0, 1.0f);
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attack = false;
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if (worker && false) {
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Position *pos = ecs_get_mut(ECS, worker, Position);
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DrawCircle(pos->x, pos->y, 2.0f, BLUE);
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Vector2 attackVector = Vector2Subtract(lockedTarget, *pos);
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attackVector = Vector2Normalize(attackVector);
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attackVector = Vector2Scale(attackVector, 2.0f);
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DrawLine(pos->x, pos->y, pos->x + attackVector.x, pos->y + attackVector.y, RED);
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Rotation *rot = ecs_get_mut(ECS, worker, Rotation);
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f32 targetRot = Vector2Angle(*pos, lockedTarget);
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targetRot += 25 * DEG2RAD;
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*rot = targetRot * bzEase(BZ_EASE_IN_BACK, elapsed);
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bzLogInfo("%.2f", Vector2Angle(*pos, lockedTarget) * RAD2DEG);
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}
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ecs_progress(ECS, dt);
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ecs_enable(ECS, renderDebugPathSystem, game->debug.drawPath);
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ecs_enable(ECS, renderCollidersSystem, game->debug.drawEntityColliders);
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if (game->debug.drawMapColliders)
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bzTileMapDrawCollisions(&game->map);
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if (game->debug.drawSpatialGrid)
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bzSpatialGridDrawDebugGrid(game->entityGrid);
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drawPlayerInputUI();
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EndMode2D();
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}
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static void renderGameMenu(Game *game, float dt) {
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// UI
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_COLUMN |
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BZ_UI_FLEX_JUSTIFY_SPACE_BETWEEN |
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BZ_UI_FLEX_ALIGN_CENTER
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});
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// top bar
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f32 topBarHeight = 0.05f;
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BzUINode *topBar = uiPushDivParentPercentage(1.0f, topBarHeight);
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bzUISetParentLayout(UI, (BzUILayout) {
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.type = BZ_UI_LAYOUT_FLEX_BOX,
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.flags = BZ_UI_FLEX_DIR_ROW |
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BZ_UI_FLEX_ALIGN_CENTER |
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BZ_UI_FLEX_JUSTIFY_START
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});
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Color topBarBG = {0, 0, 0, 50};
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bzUISetBackgroundStyle(UI, topBar, (BzUIBackgroundStyle) {
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.normal = topBarBG,
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.hover = topBarBG,
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.active = topBarBG,
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});
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BzTileset *tileset = &game->tileset;
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Rectangle woodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_WOOD));
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Rectangle stoneRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_STONE));
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Rectangle foodRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_APPLE));
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Rectangle goldRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_GOLD));
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Rectangle popRec = bzTilesetGetTileRegion(tileset, getEntityTile(ENTITY_POP));
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uiGameResCount(100, -1, woodRec, tileset->tiles);
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uiGameResCount(100, -1, stoneRec, tileset->tiles);
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uiGameResCount(100, -1, foodRec, tileset->tiles);
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uiGameResCount(250, -1, goldRec, tileset->tiles);
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uiGameResCount(1, 10, popRec, tileset->tiles);
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bzUIPopParent(UI);
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bzUIEnd(UI);
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}
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static void renderPauseMenu(Game *game, float dt) {
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i32 width = GetScreenWidth();
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i32 height = GetScreenHeight();
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bzUIBegin(UI, width, height);
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bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN
|
|
});
|
|
|
|
uiPushDivParentPercentage(1.0f, 0.4f);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
uiMainMenuLabel("Paused");
|
|
bzUIPopParent(UI);
|
|
|
|
uiPushDivParentPercentage(1.0f, 0.6f);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
if (uiMainMenuButton("Resume")) {
|
|
game->screen = SCREEN_GAME;
|
|
}
|
|
if (uiMainMenuButton("Exit")) {
|
|
game->screen = SCREEN_MAIN_MENU;
|
|
unloadMap(game);
|
|
loadMap(game, "assets/maps/main_menu_01.tmj");
|
|
}
|
|
bzUIPopParent(UI);
|
|
bzUIEnd(UI);
|
|
}
|
|
|
|
static void renderMainMenu(Game *game, float dt) {
|
|
i32 width = GetScreenWidth();
|
|
i32 height = GetScreenHeight();
|
|
|
|
game->camera.zoom = 3 * uiGetScale();
|
|
|
|
bzUIBegin(UI, width, height);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN
|
|
});
|
|
|
|
uiPushDivParentPercentage(1.0f, 0.4f);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
uiMainMenuLabel("Pixel Defense");
|
|
bzUIPopParent(UI);
|
|
|
|
uiPushDivParentPercentage(1.0f, 0.6f);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
if (uiMainMenuButton("Play")) {
|
|
game->screen = SCREEN_GAME;
|
|
unloadMap(game);
|
|
loadMap(game, "assets/maps/tree_test.tmj");
|
|
}
|
|
if (uiMainMenuButton("Settings")) {
|
|
game->screen = SCREEN_SETTINGS;
|
|
}
|
|
if (uiMainMenuButton("Exit")) {
|
|
bzGameExit();
|
|
}
|
|
bzUIPopParent(UI);
|
|
bzUIEnd(UI);
|
|
|
|
}
|
|
|
|
static void renderSettings(Game *game, float dt) {
|
|
i32 width = GetScreenWidth();
|
|
i32 height = GetScreenHeight();
|
|
|
|
game->camera.zoom = 3 * uiGetScale();
|
|
|
|
bzUIBegin(UI, width, height);
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
|
|
bzUIPushDiv(UI, (BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f},
|
|
(BzUISize) { BZ_UI_SIZE_REL_PARENT, 0.8f});
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_COLUMN | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
static bool fullscreen = false;
|
|
static bool vsync = false;
|
|
uiSettingsLabel("Video");
|
|
uiSettingsCheckbox("Fullscreen", &fullscreen);
|
|
uiSettingsCheckbox("V-Sync", &vsync);
|
|
|
|
static f32 master = 50.0f;
|
|
static f32 music = 50.0f;
|
|
static f32 sound = 50.0f;
|
|
uiSettingsLabel("Audio");
|
|
uiSettingsSlider("Master: ", &master);
|
|
uiSettingsSlider("Music: ", &music);
|
|
uiSettingsSlider("Sound: ", &sound);
|
|
|
|
bzUIPopParent(UI);
|
|
bzUIPushDiv(UI, (BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.8f},
|
|
(BzUISize) {BZ_UI_SIZE_REL_PARENT, 0.2f});
|
|
bzUISetParentLayout(UI, (BzUILayout) {
|
|
.type = BZ_UI_LAYOUT_FLEX_BOX,
|
|
.flags = BZ_UI_FLEX_DIR_ROW | BZ_UI_FLEX_JUSTIFY_CENTER | BZ_UI_FLEX_ALIGN_CENTER
|
|
});
|
|
|
|
if (uiSettingsButton("Back")) {
|
|
game->screen = SCREEN_MAIN_MENU;
|
|
}
|
|
if (uiSettingsButton("Reset")) {
|
|
|
|
}
|
|
if (uiSettingsButton("Apply")) {
|
|
game->screen = SCREEN_MAIN_MENU;
|
|
}
|
|
|
|
bzUIEnd(UI);
|
|
}
|
|
|
|
void render(float dt, void *userData) {
|
|
BZ_UNUSED(userData);
|
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
|
const InputState *input = ecs_singleton_get(ECS, InputState);;
|
|
|
|
Color shadow = BLACK;
|
|
shadow.a = 35;
|
|
|
|
switch (game->screen) {
|
|
case SCREEN_GAME:
|
|
renderGame(game, dt);
|
|
renderGameMenu(game, dt);
|
|
break;
|
|
case SCREEN_PAUSE_MENU:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
renderPauseMenu(game, dt);
|
|
break;
|
|
case SCREEN_MAIN_MENU:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
renderMainMenu(game, dt);
|
|
break;
|
|
case SCREEN_SETTINGS:
|
|
renderGame(game, dt);
|
|
drawOverScreen(shadow);
|
|
renderSettings(game, dt);
|
|
break;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void igInspectComp(const char *label, ecs_entity_t entity, ecs_entity_t comp, ImGuiCompFn fn) {
|
|
igPushID_Int(comp);
|
|
igSeparatorText(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);
|
|
}
|
|
}
|
|
|
|
igPopID();
|
|
}
|
|
void igInspectWindow(ecs_entity_t entity, bool *open) {
|
|
igSetNextWindowSize((ImVec2) {300, 440}, ImGuiCond_FirstUseEver);
|
|
char buf[64];
|
|
snprintf(buf, sizeof(buf), "Entity: %ld", entity);
|
|
if (igBegin(buf, open, 0)) {
|
|
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);
|
|
}
|
|
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("UnitAction", entity, ecs_id(UnitAction), igUnitAction);
|
|
igInspectComp("UnitAI", entity, ecs_id(UnitAI), igUnitAI);
|
|
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("Action pool available: %llu", bzObjectPoolGetNumFree(game->pools.actions));
|
|
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_defer_begin(ECS);
|
|
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);
|
|
}
|
|
}
|
|
ecs_defer_end(ECS);
|
|
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();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|