Files
PixelDefense/game/map_init.c
2024-01-23 18:45:12 +01:00

256 lines
9.8 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"
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;
// TODO: set player owner
// Convert owner
OwnerType ownerType = getOwnerType(owner);
Player player = PLAYER_RED;
switch (ownerType) {
case OWNER_BLUE:
player = PLAYER_BLUE;
break;
case OWNER_RED:
player = PLAYER_RED;
break;
default:
BZ_ASSERT(false);
break;
}
placeBuilding(game, buildingType, x, y, player);
i32 sizeX = 1;
i32 sizeY = 1;
getBuildingSize(buildingType, &sizeX, &sizeY);
x += sizeX - 1;
y += sizeY - 1;
}
}
return true;
}
bool initRocksLayer(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_GOLD, 80});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Harvestable);
}
}
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;
}
void terrainRender(BzTileMap *map, BzTileLayer *layer) {
BzTileset *tileset = bzTileLayerGetTileset(map, layer);
Vector2 drawPos = {layer->offsetX, layer->offsetY};
static f32 elapsed = 0.0f;
elapsed += GetFrameTime();
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile tile = bzTileLayerGetTile(layer, x, y);
tile = bzTilesetGetTileID(tileset, tile);
if (tile != -1) {
if (terrainHasAnimation(tile)) {
f32 frameDuration = terrainGetAnimationFrame(tile, 0).duration;
i32 numFrames = terrainGetAnimationSequence(tile).frameCount;
i32 frameIdx = (i32) (elapsed / frameDuration) % numFrames;
tile = terrainGetAnimationFrame(tile, frameIdx).frame;
}
Rectangle rec = bzTilesetGetTileRegion(tileset, tile);
DrawTextureRec(tileset->tiles, rec, drawPos, WHITE);
}
drawPos.x += (float) tileset->tileWidth;
}
drawPos.x = layer->offsetX;
drawPos.y += (float) tileset->tileHeight;
}
}
void loadMap(Game *game, const char *path) {
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path=path,
.collisionMap=true,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", BZ_TILE_LAYER_SKIP_RENDER},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"building_ownership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"entities"}
});
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
.maxWidth=game->map.width * game->map.tileWidth,
.maxHeight=game->map.height * game->map.tileHeight,
.cellWidth=game->map.tileWidth * 4,
.cellHeight=game->map.tileHeight * 4,
.userDataSize=sizeof(ecs_entity_t)
});
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) { GetScreenWidth() * 0.5f, GetScreenHeight() * 0.5f };
game->camera.rotation = 0.0f;
game->camera.zoom = 3.0f;
bzTileMapAddLayerCollisions(&game->map, LAYER_TERRAIN, COLL_LAYER_TERRAIN);
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_ROCKS, initRocksLayer);
bzTileMapOverrideLayer(&game->map, LAYER_ROCKS2, initRocksLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, BZ_TILE_LAYER_CLEAR);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
}
void unloadMap(Game *game) {
ecs_delete_with(ECS, GameEntity);
if (game->map.isValid) {
bzTileMapDestroy(&game->map);
game->map.isValid = false;
}
if (game->entityGrid) {
bzSpatialGridDestroy(game->entityGrid);
game->entityGrid = NULL;
}
}