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2 Commits

Author SHA1 Message Date
En Yi c8e297265f Add global keybind for configuration later
Changelog:
- There is a action to key map in the engine. Each scene can use this
  keybind to figure out its own action map.
- This is to build up configurable key binds later
2025-08-18 20:49:29 +08:00
En Yi ee1f0ef62a Remove obselete tests 2025-08-18 20:18:58 +08:00
10 changed files with 56 additions and 165 deletions

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@ -88,12 +88,10 @@ if (NOT EMSCRIPTEN)
if (BUILD_EXTRAS AND NOT RUN_PROFILER)
add_target_exe(entManager_test)
add_target_exe(water_test)
add_target_exe(level_load_test)
add_target_exe(menu_test)
add_target_exe(assets_test)
add_target_exe(particle_test)
add_target_exe(scene_man_test)
add_target_exe(level_select_test)
endif()
if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED)

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@ -6,6 +6,7 @@
void init_engine(GameEngine_t* engine, Vector2 starting_win_size)
{
InitAudioDevice();
sc_map_init_64(&engine->keybinds, 16, 0);
sc_queue_init(&engine->key_buffer);
sc_queue_init(&engine->scene_stack);
sc_heap_init(&engine->scenes_render_order, 0);
@ -25,11 +26,27 @@ void deinit_engine(GameEngine_t* engine)
sc_queue_term(&engine->key_buffer);
sc_queue_term(&engine->scene_stack);
sc_heap_term(&engine->scenes_render_order);
sc_map_term_64(&engine->keybinds);
UnloadRenderTexture(engine->base_canvas);
CloseAudioDevice();
CloseWindow();
}
void register_keybind(GameEngine_t* engine, int key, ActionType_t action)
{
sc_map_put_64(&engine->keybinds, action, key);
}
int get_keybind_or_default(GameEngine_t* engine, ActionType_t action, int default_key)
{
int key = sc_map_get_64(&engine->keybinds, action);
if (!sc_map_found(&engine->keybinds))
{
key = default_key;
};
return key;
}
void process_inputs(GameEngine_t* engine, Scene_t* scene)
{
Vector2 raw_mouse_pos = GetMousePosition();

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@ -31,6 +31,7 @@ typedef struct GameEngine {
SFXList_t sfx_list;
// Maintain own queue to handle key presses
Scene_t* focused_scene; // The one scene to receive key inputs
struct sc_map_64 keybinds; // Global action -> key mapping
struct sc_queue_32 key_buffer;
struct sc_queue_ptr scene_stack;
struct sc_heap scenes_render_order;
@ -85,6 +86,11 @@ void init_engine(GameEngine_t* engine, Vector2 starting_win_size);
void deinit_engine(GameEngine_t* engine);
void process_inputs(GameEngine_t* engine, Scene_t* scene);
// Register a key bind. If already exists, will override.
// Does not support multi key to an action
void register_keybind(GameEngine_t* engine, int key, ActionType_t action);
int get_keybind_or_default(GameEngine_t* engine, ActionType_t action, int default_key);
void process_active_scene_inputs(GameEngine_t* engine);
void update_curr_scene(GameEngine_t* engine);
void render_curr_scene(GameEngine_t* engine);

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@ -1,65 +0,0 @@
#include "constants.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
#include <math.h>
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
int main(void)
{
init_engine(&engine, (Vector2){1280,640});
SetTargetFPS(60);
load_from_infofile("res/test_assets.info", &engine.assets);
LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
assert(pack != NULL);
LevelScene_t scene;
scene.scene.engine = &engine;
scene.data.level_pack = pack;
scene.data.current_level = 0;
init_game_scene(&scene);
assert(load_level_tilemap(&scene, 0) == true);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
const float DT = 1.0f/60.0f;
while(true)
{
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
process_inputs(&engine, &scene.scene);
update_scene(&scene.scene, delta_time);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
unsigned int m_id;
Entity_t* ent;
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
{
free_water_runner(ent, &scene.scene.ent_manager);
}
free_scene(&scene.scene);
term_level_scene_data(&scene.data);
deinit_engine(&engine);
}

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@ -1,80 +0,0 @@
#include "mempool.h"
#include "scene_impl.h"
#include "gui.h"
#include <stdio.h>
#include <unistd.h>
#include <math.h>
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
const float DT = 1.0f/60.0f;
int main(void)
{
sc_queue_init(&key_buffer);
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_memory_pools();
init_UI();
LevelSelectScene_t scene;
init_level_select_scene(&scene);
scene.scene.bg_colour = RAYWHITE;
while(true)
{
Vector2 raw_mouse_pos = GetMousePosition();
scene.scene.mouse_pos = raw_mouse_pos;
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
for (size_t i = 0; i < sz; i++)
{
int button = sc_queue_del_first(&key_buffer);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
ActionType_t action = sc_map_get_64(&scene.scene.action_map, MOUSE_BUTTON_LEFT);
if (sc_map_found(&scene.scene.action_map))
{
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
do_action(&scene.scene, action, true);
}
else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
do_action(&scene.scene, action, false);
}
}
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
update_scene(&scene.scene, delta_time);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
free_level_select_scene(&scene);
sc_queue_term(&key_buffer);
CloseWindow();
}

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@ -57,6 +57,10 @@ int main(int argc, char** argv)
LevelScene_t level_scene;
level_scene.scene.engine = &engine;
init_game_scene(&level_scene);
sc_map_put_64(&level_scene.scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
sc_map_put_64(&level_scene.scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
level_scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
level_scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
level_scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");

7
main.c
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@ -37,6 +37,13 @@ int main(void)
init_player_creation_rres("res/assets.rres", "player_spr.info", &engine.assets);
#endif
init_item_creation(&engine.assets);
register_keybind(&engine, KEY_UP, ACTION_UP);
register_keybind(&engine, KEY_DOWN, ACTION_DOWN);
register_keybind(&engine, KEY_LEFT, ACTION_LEFT);
register_keybind(&engine, KEY_RIGHT, ACTION_RIGHT);
register_keybind(&engine, KEY_SPACE, ACTION_JUMP);
register_keybind(&engine, KEY_Q, ACTION_EXIT);
register_keybind(&engine, KEY_Z, ACTION_LOOKAHEAD);
load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
load_sfx(&engine, "snd_land", PLAYER_LAND_SFX);

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@ -600,17 +600,15 @@ void init_game_scene(LevelScene_t* scene)
// This avoid graphical glitch, not essential
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_LOOKAHEAD);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LEFT, KEY_LEFT), ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_RIGHT, KEY_RIGHT), ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_JUMP);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_EXIT, KEY_Q), ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LOOKAHEAD, KEY_Z), ACTION_LOOKAHEAD);
sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
}
void free_game_scene(LevelScene_t* scene)

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@ -297,11 +297,14 @@ void init_level_select_scene(LevelSelectScene_t* scene)
sc_array_add(&scene->scene.systems, &level_preview_render_func);
sc_array_add(&scene->scene.systems, &level_select_render_func);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_CONFIRM);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_EXIT, KEY_Q), ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_BACKSPACE, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_NEXT_SPAWN); // Abuse an unused action
}
void free_level_select_scene(LevelSelectScene_t* scene)
{

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@ -202,10 +202,13 @@ void init_menu_scene(MenuScene_t* scene)
}
);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_UP, KEY_UP), ACTION_UP);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_DOWN, KEY_DOWN), ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_LEFT, KEY_LEFT), ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_RIGHT, KEY_RIGHT), ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, get_keybind_or_default(scene->scene.engine, ACTION_JUMP, KEY_ENTER), ACTION_CONFIRM);
// Guarantee a enter key for selection
sc_map_put_64(&scene->scene.action_map, KEY_ENTER, ACTION_CONFIRM);
}