Files
PixelDefense/game/main.c

333 lines
11 KiB
C

#include <stdio.h>
#include <flecs.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
#include <raylib.h>
#include <rlImGui.h>
#include "utils/building_types.h"
#include "components.h"
typedef enum Layers {
LAYER_TERRAIN = 0,
LAYER_FOLIAGE,
LAYER_TREES,
LAYER_TREES2,
LAYER_BUILDINGS,
LAYER_BUILDING_OWNER,
} Layers;
typedef enum ObjectGroup {
OBJECTS_GAME = 0,
OBJECTS_ENTITIES,
} ObjectGroup;
typedef struct Game {
Camera2D camera;
BzTileset terrainTileset;
BzTileset buildingsTileset;
BzTileset entitiesTileset;
BzTileMap map;
} Game;
static Game GAME = {};
static int selectedBuilding = 0;
bool handleGameObjects(BzTileObjectGroup *objectLayer, BzTileObject *objects, i32 objectCount) {
for (i32 i = 0; i < objectLayer->objectCount; i++) {
BzTileObject object = objectLayer->objects[i];
if (bzStringDefaultHash("camera") == object.id) {
printf("Got camera\n");
GAME.camera.target.x = object.shape.x;
GAME.camera.target.y = object.shape.y;
}
}
return true;
}
ecs_entity_t *entityMap = NULL;
bool prepareBuildings(BzTileLayer *layer, BzTile *data, i32 dataCount) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
entityMap = bzCalloc(sizeof(*entityMap), layer->width * layer->height);
BzTileMap *map = &GAME.map;
BzTileLayer *ownershipLayer = layer;
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
BzTile *buildingData = buildingLayer->data;
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile ownerTile = data[y * layer->width + x];
BzTile buildingRawTile = buildingData[y * layer->width + x];
BzTile buildingTile = bzTilesetGetTile(buildingTileset, buildingRawTile);
buildingTile = getTileBuilding(buildingTile);
if (buildingTile == BUILDINGS_NONE || ownerTile == 0) continue;
// We have a building
TileSize size = {};
getBuildingSize(buildingTile, &size.w, &size.h);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.w, size.h);
bzLogInfo("Got size: %2d %2d", size.w, size.h);
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.w=size.w, .h=size.h});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
for (i32 yIdx = y; yIdx < y + size.h; yIdx++) {
for (i32 xIdx = x; xIdx < x + size.w; xIdx++) {
entityMap[yIdx * layer->width + xIdx] = e;
}
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
}
return true;
}
bool canBuildOn(BzTileMap *map, i32 tileX, i32 tileY, i32 sizeX, i32 sizeY) {
// 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++) {
if (x != tileX && x != tileX + sizeX - 1 &&
y != tileY && y != tileY + sizeY - 1) {
// Without padding
BzTile tile = bzTileLayerGetTile(buildLayer, x, y);
tile = bzTilesetGetTile(tileset, tile);
tile = getTileBuilding(tile);
if (tile == BUILDINGS_ROAD)
return false;
}
BzTileCollider collider = bzTileMapGetCollider(map, x, y);
f32 posX = x * map->tileWidth;
f32 posY = y * map->tileHeight;
for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
BzTileShape shape = collider.shapes[i];
shape.x += posX;
shape.y += posY;
switch (shape.type) {
case BZ_TILE_SHAPE_NONE:
case BZ_TILE_SHAPE_POINT:
break;
case BZ_TILE_SHAPE_RECT: {
Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
if (CheckCollisionRecs(buildArea, shapeRec))
return false;
break;
}
case BZ_TILE_SHAPE_ELLIPSE: {
Vector2 pos = {shape.x, shape.y};
f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
if (CheckCollisionCircleRec(pos, radius, buildArea))
return false;
break;
}
}
}
}
}
return true;
}
void placeBuilding(BzTileMap *map, BuildingType type, i32 posX, i32 posY, i32 sizeX, i32 sizeY) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
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 = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=posX, .y=posY});
ecs_set(ECS, e, TileSize, {.w=sizeX, .h=sizeY});
ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
for (i32 y = posY; y < posY + sizeY; y++) {
for (i32 x = posX; x < posX + sizeX; x++) {
BzTile layerTile = buildingTile + buildingTileset->startID;
bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
buildingTile++;
entityMap[y * buildingLayer->width + x] = e;
bzTileMapUpdateCollider(map, x, y);
}
buildingTile += buildingTileset->width - sizeX;
}
}
bool init(Game *game) {
rlImGuiSetup(true);
int screenWidth = 1280;
int screenHeight = 720;
game->camera = (Camera2D){ 0 };
game->camera.target = (Vector2) {0, 0};
game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
game->camera.rotation = 0.0f;
game->camera.zoom = 1.0f;
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj",
.texturePath="assets/terrain.png"
});
game->buildingsTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/buildings.tsj",
.texturePath="assets/buildings.png"
});
game->entitiesTileset = bzTilesetCreate(&(BzTilesetDesc) {
.path="assets/entities.tsj",
.texturePath="assets/entities.png"
});
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"},
.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, prepareBuildings);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, handleGameObjects);
//bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
return true;
}
void deinit(Game *game) {
bzTileMapDestroy(&game->map);
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
rlImGuiShutdown();
}
void render(float dt, Game *game) {
char titleBuf[32];
snprintf(titleBuf, sizeof(titleBuf), "FPS: %d | %.2f ms", GetFPS(), GetFrameTime() * 1000);
SetWindowTitle(titleBuf);
Camera2D *camera = &game->camera;
ImGuiIO *io = igGetIO();
if (!io->WantCaptureMouse && !io->WantCaptureKeyboard) {
if (IsKeyDown(KEY_W)) camera->target.y -= 20;
if (IsKeyDown(KEY_S)) camera->target.y += 20;
if (IsKeyDown(KEY_A)) camera->target.x -= 20;
if (IsKeyDown(KEY_D)) camera->target.x += 20;
if (IsKeyDown(KEY_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
camera->zoom += ((float) GetMouseWheelMove() * 0.05f);
}
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
bzTileMapDraw(&game->map);
bzTileMapDrawColliders(&game->map);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16;
if (selectedBuilding) {
BzTile sizeX = 0, sizeY = 0;
getBuildingSize(selectedBuilding, &sizeX, &sizeY);
bool canPlace = canBuildOn(&game->map, tileX, tileY, sizeX, sizeY);
Color placeColor = canPlace ?
(Color) {0, 255, 0, 200} :
(Color) {255, 0, 0, 200};
DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && !io->WantCaptureMouse) {
placeBuilding(&game->map, selectedBuilding, tileX, tileY, sizeX, sizeY);
}
}
EndMode2D();
rlImGuiBegin();
igSetNextWindowSize((ImVec2){300, 400}, ImGuiCond_FirstUseEver);
igBegin("Debug Menu", NULL, 0);
if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
for (int i = 0; i < BUILDINGS_COUNT; i++) {
if (igSelectable_Bool(getBuildingStr(i), selectedBuilding == i, 0, (ImVec2){0,0}))
selectedBuilding = i;
}
}
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
}
igEnd();
igShowDemoWindow(NULL);
rlImGuiEnd();
}
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->render = (BzAppRenderFunc) render;
appDesc->userData = &GAME;
appDesc->useNuklear = true;
appDesc->useFlecs = true;
return true;
}