Files
PixelDefense/game/buildings.c

95 lines
2.9 KiB
C

#include "buildings.h"
#include "components.h"
#include "game_state.h"
#include "map_layers.h"
#include <raymath.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++) {
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTileID(tileset, tile);
tile = getTileBuilding(tile);
//if (tile == BUILDINGS_ROAD)
// return false;
if (bzTileMapHasCollision(map, x, y)) {
return false;
}
}
}
return true;
}
ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile tileY) {
Game *game = ecs_singleton_get_mut(ECS, Game);
i32 sizeX, sizeY;
getBuildingSize(type, &sizeX, &sizeY);
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 = entityCreate(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++;
bzTileMapUpdateCollisions(map, x, y, 1, 1);
}
buildingTile += buildingTileset->width - sizeX;
}
return e;
}
Vector2 getPositionNearBuilding(ecs_entity_t building, Vector2 fromPos) {
BZ_ASSERT(ecs_is_alive(ECS, building));
BZ_ASSERT(ecs_has(ECS, building, Position));
BZ_ASSERT(ecs_has(ECS, building, Size));
Vector2 pos = *ecs_get(ECS, building, Position);
Vector2 size = *ecs_get(ECS, building, Size);
size = Vector2SubtractValue(size, 10.0f);
Vector2 dir = Vector2Normalize(Vector2Subtract(fromPos, pos));
dir = Vector2Multiply(dir, size);
pos = Vector2Add(pos, dir);
return pos;
}