Allow optional inits for scene

Particle system and entity management are now optional during scene
init.
main
En Yi 2024-08-24 14:42:11 +08:00
parent 8645bbd963
commit 10d48c1d70
8 changed files with 35 additions and 13 deletions

View File

@ -150,13 +150,20 @@ void update_sfx_list(GameEngine_t* engine)
engine->sfx_list.played_sfx = 0;
}
void init_scene(Scene_t* scene, action_func_t action_func)
void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init)
{
sc_map_init_64(&scene->action_map, 32, 0);
sc_array_init(&scene->systems);
if (subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
{
init_entity_manager(&scene->ent_manager);
}
if (subsystem_init & ENABLE_PARTICLE_SYSTEM)
{
init_particle_system(&scene->part_sys);
}
scene->subsystem_init = subsystem_init;
//scene->scene_type = scene_type;
scene->layers.n_layers = 0;
scene->bg_colour = WHITE;
@ -184,8 +191,16 @@ void free_scene(Scene_t* scene)
{
UnloadRenderTexture(scene->layers.render_layers[i].layer_tex);
}
if (scene->subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
{
free_entity_manager(&scene->ent_manager);
}
if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
{
deinit_particle_system(&scene->part_sys);
}
}
inline void update_scene(Scene_t* scene, float delta_time)
@ -198,7 +213,10 @@ inline void update_scene(Scene_t* scene, float delta_time)
{
sys(scene);
}
if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
{
update_particle_system(&scene->part_sys, scene->delta_time);
}
}
static void _internal_render_scene(Scene_t* scene)

View File

@ -60,6 +60,7 @@ typedef struct SceneRenderLayers {
struct Scene {
// Not all scene needs an entity manager
// but too late to change this
uint32_t subsystem_init;
EntityManager_t ent_manager;
Scene_t* parent_scene;
struct sc_map_64 action_map; // key -> actions
@ -99,7 +100,10 @@ extern void update_scene(Scene_t* scene, float delta_time);
extern void render_scene(Scene_t* scene);
extern void do_action(Scene_t* scene, ActionType_t action, bool pressed);
void init_scene(Scene_t* scene, action_func_t action_func);
//void init_scene(Scene_t* scene, action_func_t action_func);
#define ENABLE_ENTITY_MANAGEMENT_SYSTEM (1)
#define ENABLE_PARTICLE_SYSTEM (1 << 1)
void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init);
bool add_scene_layer(Scene_t* scene, int width, int height, Rectangle render_area);
void free_scene(Scene_t* scene);
void add_child_scene(GameEngine_t* engine, unsigned int child_idx, unsigned int parent_idx);

View File

@ -109,7 +109,7 @@ int main(void)
for (uint8_t i = 0; i < 6; ++i)
{
scenes[i] = &dummy_scenes[i].scene;
init_scene(&dummy_scenes[i].scene, &level_do_action);
init_scene(&dummy_scenes[i].scene, &level_do_action, 0);
dummy_scenes[i].scene.engine = &engine;
dummy_scenes[i].number = i;
add_scene_layer(

View File

@ -1146,7 +1146,7 @@ static void at_level_complete(Scene_t* scene)
void init_sandbox_scene(LevelScene_t* scene)
{
init_scene(&scene->scene, &level_do_action);
init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);

View File

@ -478,7 +478,7 @@ static void at_level_complete(Scene_t* scene)
void init_game_scene(LevelScene_t* scene)
{
init_scene(&scene->scene, &level_do_action);
init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);

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@ -104,7 +104,7 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
#define SCROLL_TOTAL_HEIGHT 800
void init_level_select_scene(LevelSelectScene_t* scene)
{
init_scene(&scene->scene, &level_select_do_action);
init_scene(&scene->scene, &level_select_do_action, 0);
add_scene_layer(
&scene->scene, 400, 800,
(Rectangle){START_X, START_Y, 400, 800}

View File

@ -138,7 +138,7 @@ static void gui_loop(Scene_t* scene)
void init_menu_scene(MenuScene_t* scene)
{
init_scene(&scene->scene, &menu_do_action);
init_scene(&scene->scene, &menu_do_action, 0);
sc_array_add(&scene->scene.systems, &gui_loop);
sc_array_add(&scene->scene.systems, &menu_scene_render_func);

View File

@ -400,7 +400,7 @@ int main(void)
LevelScene_t scene;
scene.scene.engine = &engine;
init_scene(&scene.scene, &level_do_action);
init_scene(&scene.scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM);
init_entity_tag_map(&scene.scene.ent_manager, PLAYER_ENT_TAG, 4);
init_entity_tag_map(&scene.scene.ent_manager, DYNMEM_ENT_TAG, 16);
init_level_scene_data(