Files
PixelDefense/game/main.c

285 lines
9.0 KiB
C

#include <stdio.h>
#include <flecs.h>
#define BZ_ENTRYPOINT
#include <breeze.h>
#include "utils/buildings.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;
BzTileMap map;
} Game;
static Game GAME = {};
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;
}
bool prepareBuildingLayer(BzTileLayer *layer, BzTile *data, i32 dataCount) {
BzTileset *tileset = bzTileLayerGetTileset(&GAME.map, layer);
for (i32 i = 0; i < dataCount; i++) {
BzTile tile = bzTilesetGetTile(tileset, data[i]);
data[i] = getTileBuilding(tile);
}
return false;
}
static void detectSize(BzTile *const data, BzTile * const ownData,
const BzTile tile, const BzTile ownerTile,
const i32 width, const i32 height,
BzTile x, BzTile y, TileSize * const max) {
if (x >= width || y >= height) return;
BzTile *curTile = data + y * width + x;
BzTile *curOwn = ownData + y * width + x;
if (*curTile != tile || *curOwn != ownerTile) return;
max->w = max->w > x ? max->w : x;
max->h = max->h > y ? max->h : y;
*curTile = 0;
*curOwn = 0;
detectSize(data, ownData, tile, ownerTile, width, height, x + 1, y, max);
detectSize(data, ownData, tile, ownerTile, width, height, x, y + 1, max);
}
bool handleBuildLayer(BzTileLayer *layer, BzTile *data, i32 dataCount) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
BzTileMap *map = &GAME.map;
BzTileLayer *ownershipLayer = bzTileMapGetLayer(map, LAYER_BUILDING_OWNER);
BzTile *ownData = ownershipLayer->data;
for (i32 y = 0; y < layer->height; y++) {
for (i32 x = 0; x < layer->width; x++) {
BzTile *tile = data + y * layer->width + x;
BzTile *ownTile = ownData + y * layer->width + x;
if (*tile == 0) continue;
// We have a building
TileSize size = {.w=(BzTile)x, .h=(BzTile)y};
if (*tile != BUILDINGS_ROAD) {
detectSize(data, ownData, *tile, *ownTile,
layer->width, layer->height, (BzTile) x, (BzTile) y, &size);
}
size.w -= x - 1;
size.h -= y - 1;
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=0, .h=0});
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;
for (i32 y = tileY; y < tileY + sizeY; y++) {
for (i32 x = tileX; x < tileX + sizeX; x++) {
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;
}
bool init(Game *game) {
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->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.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"},
.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
});
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, prepareBuildingLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDINGS, handleBuildLayer);
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, BZ_TILE_LAYER_CLEAR);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, handleGameObjects);
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, BZ_TILE_OBJECTS_CLEAR);
return true;
}
void deinit(Game *game) {
bzTilesetDestroy(&game->terrainTileset);
bzTilesetDestroy(&game->buildingsTileset);
bzTileMapDestroy(&game->map);
}
int sizeX = 1;
int sizeY = 1;
void render(float dt, Game *game) {
Camera2D *camera = &game->camera;
if (!nk_item_is_any_active(NK)) {
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;
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);
EndMode2D();
if (nk_begin(NK, "Show", nk_rect(50, 50, 220, 220),
NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_CLOSABLE)) {
// fixed widget pixel width
nk_layout_row_static(NK, 30, 80, 1);
nk_labelf(NK, NK_TEXT_LEFT, "tileX: %d", tileX);
nk_labelf(NK, NK_TEXT_LEFT, "tileY: %d", tileY);
static char buf[256] = {};
nk_edit_string_zero_terminated(NK, NK_EDIT_FIELD, buf, sizeof(buf) - 1, nk_filter_default);
nk_labelf(NK, NK_TEXT_LEFT, "x: %d", sizeX);
nk_labelf(NK, NK_TEXT_LEFT, "y: %d", sizeY);
nk_slider_int(NK, 0, &sizeX, 10, 1);
nk_slider_int(NK, 0, &sizeY, 10, 1);
}
nk_end(NK);
}
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;
}