Merge EC into engine directly

There is not much gained separating EC from engine. Merge it.
sc is still separated though.
scene_man
En Yi 2023-10-13 21:21:22 +08:00
parent 92555708d7
commit b3de60b4bc
23 changed files with 14 additions and 25 deletions

View File

@ -1,4 +1,4 @@
add_subdirectory(EC)
add_subdirectory(sc)
add_library(lib_engine STATIC
assets.c
AABB.c
@ -6,6 +6,8 @@ add_library(lib_engine STATIC
engine.c
collisions.c
rres.c
mempool.c
entManager.c
${LIBZSTD_DIR}/lib/libzstd.a
)
target_include_directories(lib_engine
@ -13,9 +15,18 @@ target_include_directories(lib_engine
${LIBZSTD_DIR}/include
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_directories(lib_engine
PUBLIC
${RAYLIB_DIR}/lib
)
target_link_libraries(lib_engine
PUBLIC
lib_EC
zstd
raylib
sc_queue
sc_map
sc_array
m
)

View File

@ -1,23 +0,0 @@
add_subdirectory(sc)
add_library(lib_EC STATIC
mempool.c
entManager.c
)
target_include_directories(lib_EC
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_directories(lib_EC
PUBLIC
${RAYLIB_DIR}/lib
)
target_link_libraries(lib_EC
PUBLIC
raylib
sc_queue
sc_map
sc_array
m
)

View File

@ -62,6 +62,7 @@ bool load_sfx(GameEngine_t* engine, const char* snd_name, uint32_t tag_idx)
engine->sfx_list.sfx[tag_idx].snd = snd;
engine->sfx_list.sfx[tag_idx].cooldown = 0;
engine->sfx_list.sfx[tag_idx].plays = 0;
return true;
}
void play_sfx(GameEngine_t* engine, unsigned int tag_idx)