Add a direct level player for faster playtest
parent
ee64133de7
commit
b5e31519a6
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@ -46,6 +46,24 @@ target_link_libraries(${PROJECT_NAME}
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${GAME_LIBS}
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)
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add_executable(level_player
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level_test.c
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)
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# Use Heaptrack to profile the main application
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# Do not compile in ASAN
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target_include_directories(level_player
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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)
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target_link_libraries(level_player
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${GAME_LIBS}
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)
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add_executable(sandbox_trace
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scene_test.c
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tracy/public/TracyClient.cpp
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@ -0,0 +1,122 @@
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#include "raylib.h"
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#include "assets_loader.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "mempool.h"
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#include "constants.h"
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#include <stdio.h>
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#include <math.h>
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#include <stdlib.h>
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#define N_SCENES 1
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Scene_t *scenes[N_SCENES];
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static GameEngine_t engine = {
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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};
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const int screenWidth = VIEWABLE_MAP_WIDTH * TILE_SIZE;
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const int screenHeight = VIEWABLE_MAP_HEIGHT * TILE_SIZE;
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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int main(int argc, char** argv)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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init_engine(&engine, (Vector2){screenWidth, screenHeight});
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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#ifndef NDEBUG
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load_from_infofile("res/assets.info.raw", &engine.assets);
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init_player_creation("res/player_spr.info", &engine.assets);
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#else
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load_from_rres("res/myresources.rres", &engine.assets);
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init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets);
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#endif
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init_item_creation(&engine.assets);
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load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
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load_sfx(&engine, "snd_land", PLAYER_LAND_SFX);
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load_sfx(&engine, "snd_wdrop", WATER_IN_SFX);
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load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX);
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load_sfx(&engine, "snd_bubble", BUBBLE_SFX);
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load_sfx(&engine, "snd_mdestroy", METAL_DESTROY_SFX);
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load_sfx(&engine, "snd_wdestroy", WOOD_DESTROY_SFX);
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load_sfx(&engine, "snd_cland", WOOD_LAND_SFX);
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load_sfx(&engine, "snd_explsn", EXPLOSION_SFX);
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load_sfx(&engine, "snd_coin", COIN_SFX);
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load_sfx(&engine, "snd_arrhit", ARROW_DESTROY_SFX);
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load_sfx(&engine, "snd_launch", ARROW_RELEASE_SFX);
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load_sfx(&engine, "snd_launch", BOMB_RELEASE_SFX);
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LevelScene_t level_scene;
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level_scene.scene.engine = &engine;
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init_game_scene(&level_scene);
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level_scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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level_scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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level_scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");
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level_scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes");
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level_scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes");
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level_scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes");
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Texture2D* tex = get_texture(&engine.assets, "bg_tex");
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SetTextureWrap(*tex, TEXTURE_WRAP_REPEAT);
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sc_map_del_64(&level_scene.scene.action_map, ACTION_EXIT);
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// Load level
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LevelPack_t* pack = get_level_pack(&engine.assets, "DefLevels");
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if (pack == NULL)
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{
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puts("Default level pack not found!");
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return 1;
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}
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unsigned int selected_level = 0;
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if (argc == 2) {
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selected_level = strtoul(argv[1], NULL, 10);
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printf("Selected level: %u", selected_level);
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}
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if (selected_level >= pack->n_levels) {
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printf("Level numbers out of bound. Picking 0");
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selected_level = 0;
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}
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level_scene.data.level_pack = pack;
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level_scene.data.current_level = selected_level;
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scenes[0] = &level_scene.scene;
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reload_level_tilemap(&level_scene);
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change_scene(&engine, 0);
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const float DT = 1.0f/60.0f;
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while (!WindowShouldClose())
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{
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// This entire key processing relies on the assumption that a pressed key will
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// appear in the polling of raylib
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Scene_t* curr_scene = engine.scenes[engine.curr_scene];
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if (curr_scene->state == 0 && engine.curr_scene == 0)
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{
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break;
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}
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process_inputs(&engine, curr_scene);
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float frame_time = GetFrameTime();
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float delta_time = fminf(frame_time, DT);
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update_scene(curr_scene, delta_time);
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update_entity_manager(&curr_scene->ent_manager);
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// This is needed to advance time delta
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render_scene(curr_scene);
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update_sfx_list(&engine);
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if (curr_scene->state != 0)
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{
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sc_queue_clear(&key_buffer);
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}
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}
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free_game_scene(&level_scene);
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deinit_engine(&engine);
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}
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