Files
PixelDefense/game/main.c

484 lines
16 KiB
C

#include <rlImGui.h>
#include <raygui.h>
#include "systems.h"
#include "components.h"
#include "game_state.h"
#include "game_tileset.h"
#include "input.h"
#include "map_init.h"
#include "map_layers.h"
#include "buildings.h"
#include "ui_widgets.h"
#include "unit_ai.h"
#include "unit_actions.h"
#include "pathfinding.h"
#include <time.h>
#include <raymath.h>
ECS_COMPONENT_DECLARE(Game);
ECS_COMPONENT_DECLARE(InputState);
BzUI *UI = NULL;
ecs_world_t *ECS = NULL;
static ecs_entity_t renderCollidersSystem;
static ecs_entity_t renderDebugPathSystem;
bool init(void *userData);
void deinit(void *userData);
void update(float dt, void *userData);
void render(float dt, void *userData);
void imguiRender(float dt, void *userData);
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;
appDesc->userData = NULL;
//SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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 unloadMap(Game *game) {
if (game->map.isValid) {
bzTileMapDestroy(&game->map);
game->map.isValid = false;
}
if (game->entityGrid) {
bzSpatialGridDestroy(game->entityGrid);
game->entityGrid = NULL;
}
}
void loadMap(Game *game, const char *path) {
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path=path,
.generateCollisionMap=true,
.tilesets[0]=game->tileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"terrain", .renderer=terrainRender, .applyColliders=true},
.layers[LAYER_ROCKS]=(BzTileLayerDesc) {"rocks"},
.layers[LAYER_ROCKS2]=(BzTileLayerDesc) {"rocks_s"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"trees_s"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"buildings", .applyColliders=true},
.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.rotation = 0.0f;
game->camera.zoom = 3.0f;
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
}
bool init(void *userData) {
BZ_UNUSED(userData);
SetExitKey(0);
UI = bzUICreate();
ECS = ecs_init();
initComponentIDs(ECS);
// For ecs explorer
//ecs_singleton_set(ECS, EcsRest, {0});
//ECS_IMPORT(ECS, FlecsMonitor);
ECS_COMPONENT_DEFINE(ECS, Game);
ecs_singleton_set(ECS, Game, {});
Game *game = ecs_singleton_get_mut(ECS, Game);
game->screen = SCREEN_MAIN_MENU;
ECS_COMPONENT_DEFINE(ECS, InputState);
ecs_singleton_set(ECS, InputState, {});
InputState *input = ecs_singleton_get_mut(ECS, InputState);
input->mapping = inputDefaultMapping();
// Create queries
input->queries.selected = ecs_query(ECS, {
.filter.terms = {
{ ecs_id(Position) }, { ecs_id(Size) }, { ecs_id(Selected) }
}
});
game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
// init pools
game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = sizeof(PathData),
.objectsPerPage = 512
});
game->pools.actions = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = sizeof(Action),
.objectsPerPage = 1024,
});
game->frameDuration = 0.16f;
game->tileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/game.tsj",
.texturePath="assets/game.png"
});
loadMap(game, "assets/maps/main_menu_01.tmj");
ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, SpatialGridID);
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
//ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
//ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain);
ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings);
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;
game->debugDraw.mapColliders = true;
game->debugDraw.spatialGrid = true;
game->debugDraw.path = true;
return true;
}
void deinit(void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
unloadMap(game);
bzTilesetDestroy(&game->tileset);
Game gameCopy = *game;
InputState inputCopy = *input;
// Destroy queries
ecs_query_fini(inputCopy.queries.selected);
ecs_fini(ECS);
ECS = NULL;
bzStackAllocDestroy(&gameCopy.stackAlloc);
bzObjectPoolDestroy(gameCopy.pools.pathData);
bzObjectPoolDestroy(gameCopy.pools.actions);
bzUIDestroy(UI);
UI = NULL;
}
void update(float dt, void *userData) {
BZ_UNUSED(userData);
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
BZ_ASSERT(game->stackAlloc.allocated == 0);
bzStackAllocReset(&game->stackAlloc);
updateInputState(input, game->camera, dt);
switch (game->screen) {
case SCREEN_GAME:
updatePlayerInput();
break;
case SCREEN_MAIN_MENU:
break;
case SCREEN_SETTINGS:
break;
}
}
static void renderGame(Game *game, float dt) {
ClearBackground(RAYWHITE);
BeginMode2D(game->camera);
bzTileMapDraw(&game->map);
drawPlayerInputUIGround();
ecs_progress(ECS, dt);
ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
ecs_enable(ECS, renderCollidersSystem, game->debugDraw.entityColliders);
if (game->debugDraw.mapColliders)
bzTileMapDrawCollisions(&game->map);
if (game->debugDraw.spatialGrid)
bzSpatialGridDrawDebugGrid(game->entityGrid);
drawPlayerInputUI();
EndMode2D();
}
static void drawOverScreen(Color c) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
DrawRectangle(0, 0, width, height, c);
}
static void renderMainMenu(Game *game, float dt) {
i32 width = GetScreenWidth();
i32 height = GetScreenHeight();
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
});
uiLargeLabel("PixelDefense");
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 (uiLargeTextButton("Play")) {
bzLogInfo("Play");
game->screen = SCREEN_GAME;
}
if (uiLargeTextButton("Settings")) {
bzLogInfo("Settings");
}
if (uiLargeTextButton("Exit")) {
bzLogInfo("Bye");
bzGameExit();
}
bzUIPopParent(UI);
bzUIEnd(UI);
}
static void renderSettings(Game *game, float dt) {
}
void render(float dt, void *userData) {
BZ_UNUSED(userData);
Game *game = ecs_singleton_get_mut(ECS, Game);
Color shadow = BLACK;
shadow.a = 35;
switch (game->screen) {
case SCREEN_GAME:
renderGame(game, dt);
break;
case SCREEN_MAIN_MENU:
renderGame(game, dt);
drawOverScreen(shadow);
renderMainMenu(game, dt);
break;
case SCREEN_SETTINGS:
renderSettings(game, dt);
break;
}
}
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);
if (game->screen != SCREEN_GAME) return;
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
if (igSmallButton("Recruit worker [50 food]")) {
createWorker((Position) {1100, 400}, (Size) {10, 10}, game->entityGrid,
&game->map.tilesets[2], 1322);
}
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: {
igText("Selected units:");
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 %llu", entity);
igText("Actions:");
const Action *pAction = NULL;
if (ecs_has(ECS, entity, UnitAction)) {
pAction = ecs_get(ECS, entity, UnitAction)->first;
}
while (pAction) {
igText("\t%d: %s", pAction->type, actionTypeToPrettyStr(pAction->type));
pAction = pAction->next;
}
}
}
break;
}
case INPUT_SELECTED_OBJECT: {
igText("Selected objects:");
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];
if (ecs_has(ECS, entity, Harvestable) &&
ecs_has(ECS, entity, Resource)) {
Resource *res = ecs_get_mut(ECS, entity, Resource);
const char *resName = getResourceTypePrettyName(res->type);
igText("\tEntity %llu:", entity);
igSliderInt("\t\twood", &res->amount, 0, 20, NULL, 0);
}
}
}
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 = 0; i < BUILDING_COUNT; i++) {
if (igSelectable_Bool(getBuildingStr(i), input->building == i, 0, (ImVec2){0, 0}))
input->building = i;
}
if (input->building)
input->state = INPUT_BUILDING;
}
if (igCollapsingHeader_TreeNodeFlags("DebugDraw", 0)) {
igCheckbox("map colliders", &game->debugDraw.mapColliders);
igCheckbox("entity colliders", &game->debugDraw.entityColliders);
igCheckbox("spatial grid", &game->debugDraw.spatialGrid);
igCheckbox("path", &game->debugDraw.path);
}
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0);
}
if (igSmallButton("Quite game")) {
bzGameExit();
}
igEnd();
}