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82b8a3b988
Author | SHA1 | Date |
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82b8a3b988 | |
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ac6d93565b | |
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1ea1db3c60 | |
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d01a6772ec | |
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340d507f14 |
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@ -1,3 +1,4 @@
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.cache/
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build/
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compile_commands.json
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res/
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@ -118,3 +118,21 @@ target_link_libraries(menu_test
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${GAME_LIBS}
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)
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add_executable(assets_test
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assets_test.c
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)
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target_include_directories(assets_test
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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${RAYLIB_DIR}/include
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)
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target_compile_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_directories(assets_test
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PRIVATE
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${RAYLIB_DIR}/lib
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)
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target_link_libraries(assets_test
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${GAME_LIBS}
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)
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29
assets.h
29
assets.h
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@ -1,29 +0,0 @@
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#ifndef __ASSETS_H
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#define __ASSETS_H
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#include "sc/map/sc_map.h"
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#include "raylib.h"
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typedef struct Animation
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{
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Image* sprite;
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int frame_count;
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int current_frame;
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int speed;
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Vector2 size;
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char* name;
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}Animation_t;
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typedef struct Assets
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{
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}Assets_t;
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#endif // __ASSETS_H
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void add_texture(Assets_t *assets, char *name, char *path);
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void add_animation(Assets_t *assets, char *name, char *path);
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void add_sound(Assets_t *assets, char *name, char *path);
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void add_font(Assets_t *assets, char *name, char *path);
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Image* get_texture(Assets_t *assets);
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Animation_t* get_animation(Assets_t *assets);
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Sound* get_sound(Assets_t *assets);
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Font* get_font(Assets_t *assets);
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@ -0,0 +1,61 @@
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#include "assets.h"
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#include <stdio.h>
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#include <unistd.h>
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#include "raylib.h"
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int main(void)
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{
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InitWindow(1280, 640, "raylib");
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InitAudioDevice();
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SetTargetFPS(60);
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Assets_t assets;
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init_assets(&assets);
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Texture2D* tex = add_texture(&assets, "testtex", "res/test_tex.png");
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add_sprite(&assets, "testspr1", tex);
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Sprite_t* spr = get_sprite(&assets, "testspr1");
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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add_sprite(&assets, "testspr2", tex);
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Sprite_t* spr2 = get_sprite(&assets, "testspr2");
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spr2->frame_count = 4;
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spr2->origin = (Vector2){0, 0};
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spr2->frame_size = (Vector2){32, 32};
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spr2->speed = 15;
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add_sound(&assets, "testsnd", "res/sound.ogg");
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Sound* snd = get_sound(&assets, "testsnd");
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add_font(&assets, "testfont", "res/test_font.ttf");
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Font* fnt = get_font(&assets, "testfont");
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while(!WindowShouldClose())
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{
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if (IsKeyReleased(KEY_C))
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{
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PlaySound(*snd);
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextEx(*fnt, "Press C to play a sound", (Vector2){64, 64}, 24, 1, RED);
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// Draw the static Sprite and animated Sprite
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draw_sprite(spr, (Vector2){64,128});
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draw_sprite(spr2, (Vector2){64,180});
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EndDrawing();
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// Update the animated Sprite
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spr2->elapsed++;
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if (spr2->elapsed == spr2->speed)
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{
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spr2->current_frame++;
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spr2->current_frame %= spr2->frame_count;
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spr2->elapsed = 0;
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}
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}
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CloseWindow();
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term_assets(&assets);
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}
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@ -1,6 +1,8 @@
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add_subdirectory(EC)
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add_library(lib_scenes STATIC
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engine.c
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assets.c
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assets_maps.c
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editor_scene.c
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menu_scene.c
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game_systems.c
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@ -2,10 +2,11 @@
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#define __COMPONENTS_H
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#include "raylib.h"
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#include <stdint.h>
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#include "entity.h"
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 9
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enum ComponentEnum
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#define N_COMPONENTS 10
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typedef enum ComponentEnum
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{
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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@ -16,8 +17,8 @@ enum ComponentEnum
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CCONTAINER_T,
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CHITBOXES_T,
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CHURTBOX_T,
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};
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typedef enum ComponentEnum ComponentEnum_t;
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CSPRITE_T,
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}ComponentEnum_t;
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typedef struct _CBBox_t
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{
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@ -112,6 +113,29 @@ typedef struct _CHurtbox_t
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bool fragile;
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}CHurtbox_t;
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// Credits to bedroomcoders.co.uk for this
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typedef struct Sprite
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{
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Texture2D* texture;
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Vector2 frame_size;
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Vector2 origin;
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int frame_count;
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int current_frame;
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int elapsed;
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int speed;
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char* name;
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}Sprite_t;
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typedef unsigned int (*sprite_transition_func_t)(Entity_t *ent); // Transition requires knowledge of the entity
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typedef struct _CSprite_t
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{
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const char * const *sprites_map; //Array of all sprite names associated
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Sprite_t* sprite;
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sprite_transition_func_t transition_func;
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Vector2 offset;
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unsigned int current_idx;
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}CSprite_t;
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static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
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{
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p_bbox->size.x = x;
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@ -14,13 +14,8 @@ static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have
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static CContainer_t ccontainer_buffer[MAX_COMP_POOL_SIZE];
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static CHitBoxes_t chitboxes_buffer[MAX_COMP_POOL_SIZE];
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static CHurtbox_t churtbox_buffer[MAX_COMP_POOL_SIZE];
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static CSprite_t csprite_buffer[MAX_COMP_POOL_SIZE];
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// Use hashmap as a Set
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// Use list will be used to check if an object exist
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// The alternative method to check the free list if idx is not there
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// requires bound checking
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// It's just easier on the mind overall
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// If need to optimise memory, replace free_list with set and remove use_list
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typedef struct MemPool
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{
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void * const buffer;
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@ -42,6 +37,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{ccontainer_buffer, MAX_COMP_POOL_SIZE, sizeof(CContainer_t), NULL, {0}},
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{chitboxes_buffer, MAX_COMP_POOL_SIZE, sizeof(CHitBoxes_t), NULL, {0}},
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{churtbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CHurtbox_t), NULL, {0}},
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{csprite_buffer, MAX_COMP_POOL_SIZE, sizeof(CSprite_t), NULL, {0}},
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};
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static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), NULL, {0}};
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@ -0,0 +1,133 @@
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#include "assets.h"
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#include "assert.h"
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#define MAX_TEXTURES 16
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#define MAX_SPRITES 16
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#define MAX_SOUNDS 16
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#define MAX_FONTS 4
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uint8_t free_idx[4] = {0};
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// Hard limit number of
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static Texture2D textures[MAX_TEXTURES];
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static Font fonts[MAX_FONTS];
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static Sound sfx[MAX_SOUNDS];
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static Sprite_t sprites[MAX_SPRITES];
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// Maybe need a circular buffer??
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Texture2D* add_texture(Assets_t *assets, char *name, char *path)
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{
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uint8_t tex_idx = free_idx[0];
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assert(tex_idx < MAX_TEXTURES);
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textures[tex_idx] = LoadTexture(path);
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sc_map_put_s64(&assets->m_textures, name, tex_idx);
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free_idx[0]++;
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return textures + tex_idx;
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}
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Sprite_t* add_sprite(Assets_t *assets, char *name, Texture2D* texture)
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{
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uint8_t spr_idx = free_idx[1];
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assert(spr_idx < MAX_SPRITES);
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memset(sprites + spr_idx, 0, sizeof(Sprite_t));
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sprites[spr_idx].texture = texture;
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sc_map_put_s64(&assets->m_sprites, name, spr_idx);
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free_idx[1]++;
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return sprites + spr_idx;
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}
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Sound* add_sound(Assets_t *assets, char *name, char *path)
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{
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uint8_t snd_idx = free_idx[2];
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assert(snd_idx < MAX_SOUNDS);
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sfx[snd_idx] = LoadSound(path);
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sc_map_put_s64(&assets->m_sounds, name, snd_idx);
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free_idx[2]++;
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return sfx + snd_idx;
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}
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Font* add_font(Assets_t *assets, char *name, char *path)
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{
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uint8_t fnt_idx = free_idx[3];
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assert(fnt_idx < MAX_FONTS);
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fonts[fnt_idx] = LoadFont(path);
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sc_map_put_s64(&assets->m_fonts, name, fnt_idx);
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free_idx[3]++;
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return fonts + fnt_idx;
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}
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void init_assets(Assets_t *assets)
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{
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sc_map_init_s64(&assets->m_fonts, MAX_FONTS, 0);
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sc_map_init_s64(&assets->m_sprites, MAX_SPRITES, 0);
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sc_map_init_s64(&assets->m_textures, MAX_TEXTURES, 0);
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sc_map_init_s64(&assets->m_sounds, MAX_SOUNDS, 0);
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}
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void free_all_assets(Assets_t *assets)
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{
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sc_map_clear_s64(&assets->m_textures);
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sc_map_clear_s64(&assets->m_fonts);
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sc_map_clear_s64(&assets->m_sounds);
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sc_map_clear_s64(&assets->m_sprites);
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memset(free_idx, 0, sizeof(free_idx));
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}
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void term_assets(Assets_t *assets)
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{
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free_all_assets(assets);
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sc_map_term_s64(&assets->m_textures);
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sc_map_term_s64(&assets->m_fonts);
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sc_map_term_s64(&assets->m_sounds);
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sc_map_term_s64(&assets->m_sprites);
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}
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Texture2D* get_texture(Assets_t *assets, const char *name)
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{
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uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
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if (sc_map_found(&assets->m_textures))
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{
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return textures + tex_idx;
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}
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return NULL;
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}
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Sprite_t* get_sprite(Assets_t *assets, const char *name)
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{
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uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
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if (sc_map_found(&assets->m_sprites))
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{
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return sprites + spr_idx;
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}
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return NULL;
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}
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Sound* get_sound(Assets_t *assets, const char *name)
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{
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uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
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if (sc_map_found(&assets->m_sounds))
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{
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return sfx + snd_idx;
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}
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return NULL;
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}
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Font* get_font(Assets_t *assets, const char *name)
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{
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uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
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if (sc_map_found(&assets->m_fonts))
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{
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return fonts + fnt_idx;
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}
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return NULL;
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}
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void draw_sprite(Sprite_t *spr, Vector2 pos)
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{
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Rectangle rec = {
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spr->origin.x + spr->frame_size.x * spr->current_frame,
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spr->origin.y,
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spr->frame_size.x,
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spr->frame_size.y
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};
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DrawTextureRec(*spr->texture, rec, pos, WHITE);
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}
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@ -0,0 +1,32 @@
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#ifndef __ASSETS_H
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#define __ASSETS_H
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#include "sc/map/sc_map.h"
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#include "components.h"
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#include "raylib.h"
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typedef struct Assets
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{
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struct sc_map_s64 m_textures;
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struct sc_map_s64 m_sounds;
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struct sc_map_s64 m_fonts;
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struct sc_map_s64 m_sprites;
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}Assets_t;
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void init_assets(Assets_t *assets);
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void free_all_assets(Assets_t *assets);
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void term_assets(Assets_t *assets);
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Texture2D* add_texture(Assets_t *assets, char *name, char *path);
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Sprite_t* add_sprite(Assets_t *assets, char *name, Texture2D* texture);
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Sound* add_sound(Assets_t *assets, char *name, char *path);
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Font* add_font(Assets_t *assets, char *name, char *path);
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Texture2D* get_texture(Assets_t *assets, const char *name);
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Sprite_t* get_sprite(Assets_t *assets, const char *name);
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Sound* get_sound(Assets_t *assets, const char *name);
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Font* get_font(Assets_t *assets, const char *name);
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void draw_sprite(Sprite_t *spr, Vector2 pos);
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#endif // __ASSETS_H
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@ -0,0 +1,8 @@
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#include "assets_maps.h"
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const char * const player_sprite_map[N_PLAYER_SPRITES] =
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{
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"plr_stand",
|
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"plr_run",
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};
|
|
@ -0,0 +1,13 @@
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#ifndef __ASSETS_MAPS_H
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#define __ASSETS_MAPS_H
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#define N_PLAYER_SPRITES 2
|
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enum PlayerSpriteEnum
|
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{
|
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SPR_PLAYER_STAND = 0,
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SPR_PLAYER_RUN
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};
|
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extern const char * const player_sprite_map[N_PLAYER_SPRITES];
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#endif // __ASSETS_MAPS_H
|
|
@ -1,6 +1,7 @@
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#include "scene_impl.h"
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#include "game_systems.h"
|
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#include "constants.h"
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#include "assets_maps.h"
|
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#include "raylib.h"
|
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#include "raymath.h"
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#include <stdio.h>
|
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|
@ -92,6 +93,12 @@ static void level_scene_render_func(Scene_t* scene)
|
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};
|
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
|
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CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
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draw_sprite(p_cspr->sprite, pos);
|
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}
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}
|
||||
|
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for (size_t i=0; i<tilemap.n_tiles;++i)
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|
@ -204,6 +211,10 @@ static void spawn_player(Scene_t *scene)
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.width = p_bbox->size.x + 2,
|
||||
.height = p_bbox->size.y - 1,
|
||||
};
|
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CSprite_t* p_cspr = add_component(&scene->ent_manager, p_ent, CSPRITE_T);
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p_cspr->sprite = get_sprite(&scene->engine->assets, "plr_stand");
|
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p_cspr->sprites_map = player_sprite_map;
|
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p_cspr->transition_func = &player_sprite_transition_func;
|
||||
}
|
||||
|
||||
static void toggle_block_system(Scene_t *scene)
|
||||
|
@ -328,6 +339,7 @@ void init_level_scene(LevelScene_t *scene)
|
|||
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
|
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
|
||||
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
|
||||
sc_array_add(&scene->scene.systems, &sprite_animation_system);
|
||||
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
||||
|
||||
// This avoid graphical glitch, not essential
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include "entManager.h"
|
||||
#include "actions.h"
|
||||
#include "sc/array/sc_array.h"
|
||||
#include "assets.h"
|
||||
|
||||
typedef struct Scene Scene_t;
|
||||
|
||||
typedef struct GameEngine
|
||||
|
@ -10,6 +12,7 @@ typedef struct GameEngine
|
|||
Scene_t **scenes;
|
||||
unsigned int max_scenes;
|
||||
unsigned int curr_scene;
|
||||
Assets_t assets;
|
||||
}GameEngine_t;
|
||||
void change_scene(GameEngine_t *engine, unsigned int idx);
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "game_systems.h"
|
||||
#include "AABB.h"
|
||||
#include "constants.h"
|
||||
#include "assets_maps.h"
|
||||
#include <stdio.h>
|
||||
|
||||
static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
|
||||
|
@ -888,6 +889,39 @@ void hitbox_update_system(Scene_t *scene)
|
|||
}
|
||||
}
|
||||
|
||||
void sprite_animation_system(Scene_t *scene)
|
||||
{
|
||||
unsigned int ent_idx;
|
||||
CSprite_t* p_cspr;
|
||||
sc_map_foreach(&scene->ent_manager.component_map[CSPRITE_T], ent_idx, p_cspr)
|
||||
{
|
||||
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
|
||||
// Update animation state
|
||||
if (p_cspr->transition_func != NULL)
|
||||
{
|
||||
unsigned int spr_idx = p_cspr->transition_func(p_ent);
|
||||
if (p_cspr->current_idx != spr_idx)
|
||||
{
|
||||
Sprite_t* new_spr = get_sprite(&scene->engine->assets, p_cspr->sprites_map[spr_idx]);
|
||||
if (new_spr != NULL)
|
||||
{
|
||||
p_cspr->sprite = new_spr;
|
||||
p_cspr->current_idx = spr_idx;
|
||||
p_cspr->sprite->current_frame = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Animate it (handle frame count)
|
||||
p_cspr->sprite->elapsed++;
|
||||
if (p_cspr->sprite->elapsed == p_cspr->sprite->speed)
|
||||
{
|
||||
p_cspr->sprite->current_frame++;
|
||||
p_cspr->sprite->current_frame %= p_cspr->sprite->frame_count;
|
||||
p_cspr->sprite->elapsed = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void init_level_scene_data(LevelSceneData_t *data)
|
||||
{
|
||||
sc_map_init_32(&data->collision_events, 128, 0);
|
||||
|
@ -897,3 +931,8 @@ void term_level_scene_data(LevelSceneData_t *data)
|
|||
{
|
||||
sc_map_term_32(&data->collision_events);
|
||||
}
|
||||
|
||||
unsigned int player_sprite_transition_func(Entity_t* ent)
|
||||
{
|
||||
return SPR_PLAYER_RUN;
|
||||
}
|
||||
|
|
|
@ -14,4 +14,7 @@ void player_ground_air_transition_system(Scene_t* scene);
|
|||
void state_transition_update_system(Scene_t *scene);
|
||||
void update_tilemap_system(Scene_t *scene);
|
||||
void hitbox_update_system(Scene_t *scene);
|
||||
void sprite_animation_system(Scene_t *scene);
|
||||
|
||||
unsigned int player_sprite_transition_func(Entity_t* ent);
|
||||
#endif // __GAME_SYSTEMS_H
|
||||
|
|
|
@ -1 +1,2 @@
|
|||
leak:X11
|
||||
leak:radeonsi_dri
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
#!/bin/sh
|
||||
|
||||
LSAN_OPTIONS=suppressions=./lsan_supp.txt ./build/$1
|
26
scene_test.c
26
scene_test.c
|
@ -6,14 +6,40 @@
|
|||
// Maintain own queue to handle key presses
|
||||
struct sc_queue_32 key_buffer;
|
||||
|
||||
Scene_t *scenes[1];
|
||||
static GameEngine_t engine =
|
||||
{
|
||||
.scenes = scenes,
|
||||
.max_scenes = 1,
|
||||
.curr_scene = 0,
|
||||
.assets = {0}
|
||||
};
|
||||
|
||||
int main(void)
|
||||
{
|
||||
sc_queue_init(&key_buffer);
|
||||
InitWindow(1280, 640, "raylib");
|
||||
SetTargetFPS(60);
|
||||
init_memory_pools();
|
||||
|
||||
init_assets(&engine.assets);
|
||||
Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png");
|
||||
Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex);
|
||||
spr->origin = (Vector2){0, 0};
|
||||
spr->frame_size = (Vector2){32, 32};
|
||||
|
||||
spr = add_sprite(&engine.assets, "plr_run", tex);
|
||||
spr->frame_count = 4;
|
||||
spr->origin = (Vector2){0, 0};
|
||||
spr->frame_size = (Vector2){32, 32};
|
||||
spr->speed = 15;
|
||||
|
||||
LevelScene_t scene;
|
||||
scene.scene.engine = &engine;
|
||||
init_level_scene(&scene);
|
||||
scenes[0] = &scene.scene;
|
||||
change_scene(&engine, 0);
|
||||
|
||||
while(true)
|
||||
{
|
||||
|
||||
|
|
Loading…
Reference in New Issue