Compare commits
2 Commits
8fdf508054
...
c8e297265f
Author | SHA1 | Date |
---|---|---|
|
c8e297265f | |
|
ee1f0ef62a |
|
@ -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)
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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();
|
||||
}
|
|
@ -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
7
main.c
|
@ -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);
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue