Files
PixelDefense/game/map_init.c

122 lines
4.2 KiB
C

#include "map_init.h"
#include <flecs.h>
#include "buildings.h"
#include "components.h"
#include "entity_factory.h"
#include "game_state.h"
#include "map_layers.h"
#include "unit_ai.h"
#include "unit_actions.h"
bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
game->camera.target.x = object.shape.x;
game->camera.target.y = object.shape.y;
}
}
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
//if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
Position pos = (Position) { object.shape.x, object.shape.y };
entityCreateWorker(pos, game);
/*ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
.curFrame=0,
.frameDuration=0.6f + (i % 10) * 0.05f,
.elapsed=i * 0.1f,
});
*/
//EntityArms arms = {
// .left=createEntity(ECS),
// .right=createEntity(ECS),
//};
//ecs_set_ptr(ECS, e, EntityArms, &arms);
}
return true;
}
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *data = layer->data;
BzTile *buildingData = buildingLayer->data;
BZ_ASSERT(ownershipLayer->tilesetIdx == buildingLayer->tilesetIdx);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile ownerRawTile = data[y * layer->width + x];
BzTileID owner = bzTilesetGetTileID(buildingTileset, ownerRawTile);
BzTile buildingRawTile = buildingData[y * layer->width + x];
BzTile buildingType = bzTilesetGetTileID(buildingTileset, buildingRawTile);
buildingType = getTileBuilding(buildingType);
if (buildingType <= BUILDING_NONE || buildingType >= BUILDING_COUNT)
continue;
placeBuilding(game, buildingType, x, y, (Owner) {owner});
i32 sizeX = 1;
i32 sizeY = 1;
getBuildingSize(buildingType, &sizeX, &sizeY);
x += sizeX - 1;
y += sizeY - 1;
}
}
return true;
}
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = layer->data[y * layer->width + x];
BzTile layerTile = tile;
tile = bzTilesetGetTileID(tileset, tile);
if (tile == -1) continue; // Not a tree
f32 sizeX = tileset->tileWidth;
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
ecs_entity_t e = entityCreateEmpty();
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
ecs_set(ECS, e, SpatialGridID, {gridID});
posX += sizeX * 0.5f;
posY += sizeY * 0.5f;
ecs_set(ECS, e, Position, {posX, posY});
ecs_set(ECS, e, Size, {sizeX, sizeY});
ecs_set(ECS, e, Rotation, {0});
BzTile tileID = bzTilesetGetTileID(tileset, layerTile);
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, tileID)});
ecs_set(ECS, e, Resource, {RES_WOOD, 20});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Harvestable);
}
}
return true;
}