Compare commits
No commits in common. "963ba341648a0d09c0c1a6cbad17ff2a55394470" and "209f09e307558f0641e7defc97ff802d1648f824" have entirely different histories.
963ba34164
...
209f09e307
|
@ -9,6 +9,9 @@
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
|
|
||||||
|
// Maintain own queue to handle key presses
|
||||||
|
struct sc_queue_32 key_buffer;
|
||||||
|
|
||||||
Scene_t* scenes[1];
|
Scene_t* scenes[1];
|
||||||
static GameEngine_t engine =
|
static GameEngine_t engine =
|
||||||
{
|
{
|
||||||
|
@ -20,7 +23,7 @@ static GameEngine_t engine =
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
init_engine(&engine);
|
sc_queue_init(&key_buffer);
|
||||||
InitWindow(1280, 640, "raylib");
|
InitWindow(1280, 640, "raylib");
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
init_memory_pools();
|
init_memory_pools();
|
||||||
|
@ -45,7 +48,38 @@ int main(void)
|
||||||
|
|
||||||
while(true)
|
while(true)
|
||||||
{
|
{
|
||||||
process_inputs(&engine, &scene.scene);
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
update_scene(&scene.scene);
|
update_scene(&scene.scene);
|
||||||
update_entity_manager(&scene.scene.ent_manager);
|
update_entity_manager(&scene.scene.ent_manager);
|
||||||
// This is needed to advance time delta
|
// This is needed to advance time delta
|
||||||
|
@ -61,7 +95,7 @@ int main(void)
|
||||||
}
|
}
|
||||||
free_scene(&scene.scene);
|
free_scene(&scene.scene);
|
||||||
term_level_scene_data(&scene.data);
|
term_level_scene_data(&scene.data);
|
||||||
deinit_engine(&engine);
|
sc_queue_term(&key_buffer);
|
||||||
term_assets(&engine.assets);
|
term_assets(&engine.assets);
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
}
|
}
|
||||||
|
|
37
main.c
37
main.c
|
@ -24,7 +24,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
init_engine(&engine);
|
sc_queue_init(&key_buffer);
|
||||||
InitWindow(screenWidth, screenHeight, "raylib");
|
InitWindow(screenWidth, screenHeight, "raylib");
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
init_memory_pools();
|
init_memory_pools();
|
||||||
|
@ -62,7 +62,33 @@ int main(void)
|
||||||
// appear in the polling of raylib
|
// appear in the polling of raylib
|
||||||
Scene_t* curr_scene = engine.scenes[engine.curr_scene];
|
Scene_t* curr_scene = engine.scenes[engine.curr_scene];
|
||||||
|
|
||||||
process_inputs(&engine, curr_scene);
|
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(&curr_scene->action_map, button);
|
||||||
|
if (IsKeyReleased(button))
|
||||||
|
{
|
||||||
|
do_action(curr_scene, action, false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
do_action(curr_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(&curr_scene->action_map, button);
|
||||||
|
if (!sc_map_found(&curr_scene->action_map)) continue;
|
||||||
|
do_action(curr_scene, action, true);
|
||||||
|
sc_queue_add_last(&key_buffer, button);
|
||||||
|
}
|
||||||
|
|
||||||
update_scene(curr_scene);
|
update_scene(curr_scene);
|
||||||
update_entity_manager(&curr_scene->ent_manager);
|
update_entity_manager(&curr_scene->ent_manager);
|
||||||
|
@ -73,16 +99,11 @@ int main(void)
|
||||||
{
|
{
|
||||||
sc_queue_clear(&key_buffer);
|
sc_queue_clear(&key_buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (curr_scene->state == SCENE_ENDED && engine.curr_scene == 0)
|
|
||||||
{
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
free_sandbox_scene(&sandbox_scene);
|
free_sandbox_scene(&sandbox_scene);
|
||||||
free_game_scene(&level_scene);
|
free_game_scene(&level_scene);
|
||||||
free_menu_scene(&menu_scene);
|
free_menu_scene(&menu_scene);
|
||||||
deinit_engine(&engine);
|
sc_queue_term(&key_buffer);
|
||||||
term_assets(&engine.assets);
|
term_assets(&engine.assets);
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
}
|
}
|
||||||
|
|
35
scene_test.c
35
scene_test.c
|
@ -5,6 +5,8 @@
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <unistd.h>
|
#include <unistd.h>
|
||||||
|
|
||||||
|
// Maintain own queue to handle key presses
|
||||||
|
struct sc_queue_32 key_buffer;
|
||||||
|
|
||||||
Scene_t* scenes[1];
|
Scene_t* scenes[1];
|
||||||
static GameEngine_t engine =
|
static GameEngine_t engine =
|
||||||
|
@ -17,7 +19,7 @@ static GameEngine_t engine =
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
init_engine(&engine);
|
sc_queue_init(&key_buffer);
|
||||||
InitWindow(1280, 640, "raylib");
|
InitWindow(1280, 640, "raylib");
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
init_memory_pools();
|
init_memory_pools();
|
||||||
|
@ -45,7 +47,34 @@ int main(void)
|
||||||
|
|
||||||
// This entire key processing relies on the assumption that a pressed key will
|
// This entire key processing relies on the assumption that a pressed key will
|
||||||
// appear in the polling of raylib
|
// appear in the polling of raylib
|
||||||
process_inputs(&engine, &scene.scene);
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
update_scene(&scene.scene);
|
update_scene(&scene.scene);
|
||||||
update_entity_manager(&scene.scene.ent_manager);
|
update_entity_manager(&scene.scene.ent_manager);
|
||||||
|
@ -54,7 +83,7 @@ int main(void)
|
||||||
if (WindowShouldClose()) break;
|
if (WindowShouldClose()) break;
|
||||||
}
|
}
|
||||||
free_sandbox_scene(&scene);
|
free_sandbox_scene(&scene);
|
||||||
deinit_engine(&engine);
|
sc_queue_term(&key_buffer);
|
||||||
term_assets(&engine.assets);
|
term_assets(&engine.assets);
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
}
|
}
|
||||||
|
|
|
@ -163,7 +163,6 @@ typedef struct _CWaterRunner {
|
||||||
int32_t fill_idx;
|
int32_t fill_idx;
|
||||||
int16_t fill_range[2];
|
int16_t fill_range[2];
|
||||||
uint8_t movement_delay;
|
uint8_t movement_delay;
|
||||||
int8_t movement_speed;
|
|
||||||
int16_t counter;
|
int16_t counter;
|
||||||
}CWaterRunner_t;
|
}CWaterRunner_t;
|
||||||
|
|
||||||
|
|
|
@ -1,46 +1,5 @@
|
||||||
#include "engine.h"
|
#include "engine.h"
|
||||||
|
|
||||||
void init_engine(GameEngine_t* engine)
|
|
||||||
{
|
|
||||||
sc_queue_init(&engine->key_buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
void deinit_engine(GameEngine_t* engine)
|
|
||||||
{
|
|
||||||
sc_queue_term(&engine->key_buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
void process_inputs(GameEngine_t* engine, Scene_t* scene)
|
|
||||||
{
|
|
||||||
unsigned int sz = sc_queue_size(&engine->key_buffer);
|
|
||||||
// Process any existing pressed key
|
|
||||||
for (size_t i = 0; i < sz; i++)
|
|
||||||
{
|
|
||||||
int button = sc_queue_del_first(&engine->key_buffer);
|
|
||||||
ActionType_t action = sc_map_get_64(&scene->action_map, button);
|
|
||||||
if (IsKeyReleased(button))
|
|
||||||
{
|
|
||||||
do_action(scene, action, false);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
do_action(scene, action, true);
|
|
||||||
sc_queue_add_last(&engine->key_buffer, button);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Detect new key presses
|
|
||||||
while(true)
|
|
||||||
{
|
|
||||||
int button = GetKeyPressed();
|
|
||||||
if (button == 0) break;
|
|
||||||
ActionType_t action = sc_map_get_64(&scene->action_map, button);
|
|
||||||
if (!sc_map_found(&scene->action_map)) continue;
|
|
||||||
do_action(scene, action, true);
|
|
||||||
sc_queue_add_last(&engine->key_buffer, button);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void change_scene(GameEngine_t* engine, unsigned int idx)
|
void change_scene(GameEngine_t* engine, unsigned int idx)
|
||||||
{
|
{
|
||||||
engine->scenes[engine->curr_scene]->state = SCENE_ENDED;
|
engine->scenes[engine->curr_scene]->state = SCENE_ENDED;
|
||||||
|
|
|
@ -12,8 +12,6 @@ typedef struct GameEngine {
|
||||||
unsigned int max_scenes;
|
unsigned int max_scenes;
|
||||||
unsigned int curr_scene;
|
unsigned int curr_scene;
|
||||||
Assets_t assets;
|
Assets_t assets;
|
||||||
// Maintain own queue to handle key presses
|
|
||||||
struct sc_queue_32 key_buffer;
|
|
||||||
} GameEngine_t;
|
} GameEngine_t;
|
||||||
void change_scene(GameEngine_t* engine, unsigned int idx);
|
void change_scene(GameEngine_t* engine, unsigned int idx);
|
||||||
|
|
||||||
|
@ -43,10 +41,6 @@ struct Scene {
|
||||||
GameEngine_t *engine;
|
GameEngine_t *engine;
|
||||||
};
|
};
|
||||||
|
|
||||||
void init_engine(GameEngine_t* engine);
|
|
||||||
void deinit_engine(GameEngine_t* engine);
|
|
||||||
void process_inputs(GameEngine_t* engine, Scene_t* scene);
|
|
||||||
|
|
||||||
// Inline functions, for convenience
|
// Inline functions, for convenience
|
||||||
extern void update_scene(Scene_t* scene);
|
extern void update_scene(Scene_t* scene);
|
||||||
extern void render_scene(Scene_t* scene);
|
extern void render_scene(Scene_t* scene);
|
||||||
|
|
|
@ -199,6 +199,8 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
|
||||||
|
|
||||||
void player_respawn_system(Scene_t* scene)
|
void player_respawn_system(Scene_t* scene)
|
||||||
{
|
{
|
||||||
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||||
|
TileGrid_t tilemap = data->tilemap;
|
||||||
Entity_t* p_player;
|
Entity_t* p_player;
|
||||||
// Cannot create player while looping though the players
|
// Cannot create player while looping though the players
|
||||||
// So have to create outside of the loop
|
// So have to create outside of the loop
|
||||||
|
@ -900,12 +902,12 @@ void moveable_update_system(Scene_t* scene)
|
||||||
// Intentional. Want this check even after a gridmove to allow gridmove after that
|
// Intentional. Want this check even after a gridmove to allow gridmove after that
|
||||||
if (!p_moveable->gridmove)
|
if (!p_moveable->gridmove)
|
||||||
{
|
{
|
||||||
//if (p_ctransform->prev_velocity.y <= 0 && p_ctransform->prev_position.x == p_ctransform->position.x) continue;
|
if (p_ctransform->prev_velocity.y <= 0 && p_ctransform->prev_position.x == p_ctransform->position.x) continue;
|
||||||
|
|
||||||
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
|
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
|
||||||
Vector2 point_to_check = {
|
Vector2 point_to_check = {
|
||||||
.x = p_ctransform->position.x + p_bbox->half_size.x,
|
.x = p_ctransform->position.x + p_bbox->half_size.x,
|
||||||
.y = p_ctransform->position.y + p_bbox->size.y + 1
|
.y = p_ctransform->position.y + p_bbox->size.y + 5 // 5 is arbitrary, just to make sure there's a little gap
|
||||||
};
|
};
|
||||||
int tile_x = point_to_check.x / TILE_SIZE;
|
int tile_x = point_to_check.x / TILE_SIZE;
|
||||||
int tile_y = point_to_check.y / TILE_SIZE;
|
int tile_y = point_to_check.y / TILE_SIZE;
|
||||||
|
|
|
@ -18,20 +18,17 @@ static void menu_scene_render_func(Scene_t* scene)
|
||||||
|
|
||||||
static void exec_component_function(Scene_t* scene, int sel)
|
static void exec_component_function(Scene_t* scene, int sel)
|
||||||
{
|
{
|
||||||
switch(sel)
|
switch(sel)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
change_scene(scene->engine, 1);
|
change_scene(scene->engine, 1);
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
change_scene(scene->engine, 2);
|
change_scene(scene->engine, 2);
|
||||||
break;
|
break;
|
||||||
case 3:
|
default:
|
||||||
scene->state = SCENE_ENDED;
|
break;
|
||||||
break;
|
}
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||||
|
|
|
@ -23,7 +23,6 @@ Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32
|
||||||
p_crunner->bfs_tilemap.height = height;
|
p_crunner->bfs_tilemap.height = height;
|
||||||
p_crunner->bfs_tilemap.len = total;
|
p_crunner->bfs_tilemap.len = total;
|
||||||
p_crunner->movement_delay = 5;
|
p_crunner->movement_delay = 5;
|
||||||
p_crunner->movement_speed = 6;
|
|
||||||
|
|
||||||
sc_queue_init(&p_crunner->bfs_queue);
|
sc_queue_init(&p_crunner->bfs_queue);
|
||||||
p_crunner->visited = calloc(total, sizeof(bool));
|
p_crunner->visited = calloc(total, sizeof(bool));
|
||||||
|
@ -218,29 +217,16 @@ void update_water_runner_system(Scene_t* scene)
|
||||||
p_crunner->counter--;
|
p_crunner->counter--;
|
||||||
if (p_crunner->counter == 0)
|
if (p_crunner->counter == 0)
|
||||||
{
|
{
|
||||||
|
p_crunner->current_tile = p_crunner->bfs_tilemap.tilemap[p_crunner->current_tile].to;
|
||||||
int8_t move_left = p_crunner->movement_speed;
|
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
|
||||||
while (move_left)
|
p_ct->position.x = (p_crunner->current_tile % tilemap.width) * tilemap.tile_size;
|
||||||
|
p_ct->position.y = (p_crunner->current_tile / tilemap.width) * tilemap.tile_size;
|
||||||
|
tilemap.tiles[p_crunner->current_tile].wet = true;
|
||||||
|
if (p_crunner->current_tile == p_crunner->target_tile)
|
||||||
{
|
{
|
||||||
p_crunner->current_tile = p_crunner->bfs_tilemap.tilemap[p_crunner->current_tile].to;
|
p_crunner->state = REACHABILITY_SEARCH;
|
||||||
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
|
|
||||||
p_ct->position.x = (p_crunner->current_tile % tilemap.width) * tilemap.tile_size;
|
|
||||||
p_ct->position.y = (p_crunner->current_tile / tilemap.width) * tilemap.tile_size;
|
|
||||||
|
|
||||||
Tile_t* tile = tilemap.tiles + p_crunner->current_tile;
|
|
||||||
tile->wet = true;
|
|
||||||
move_left--;
|
|
||||||
if (tile->water_level != tile->max_water_level)
|
|
||||||
{
|
|
||||||
move_left--;
|
|
||||||
}
|
|
||||||
if (p_crunner->current_tile == p_crunner->target_tile)
|
|
||||||
{
|
|
||||||
p_crunner->state = REACHABILITY_SEARCH;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
p_crunner->counter = p_crunner->movement_delay;
|
|
||||||
}
|
}
|
||||||
|
p_crunner->counter = p_crunner->movement_delay;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case REACHABILITY_SEARCH:
|
case REACHABILITY_SEARCH:
|
||||||
|
|
37
water_test.c
37
water_test.c
|
@ -407,7 +407,7 @@ static void player_simple_movement_system(Scene_t* scene)
|
||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
init_engine(&engine);
|
sc_queue_init(&key_buffer);
|
||||||
InitWindow(1280, 640, "raylib");
|
InitWindow(1280, 640, "raylib");
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
init_memory_pools();
|
init_memory_pools();
|
||||||
|
@ -457,7 +457,38 @@ int main(void)
|
||||||
|
|
||||||
while(true)
|
while(true)
|
||||||
{
|
{
|
||||||
process_inputs(&engine, &scene.scene);
|
|
||||||
|
// 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);
|
||||||
|
}
|
||||||
|
|
||||||
update_scene(&scene.scene);
|
update_scene(&scene.scene);
|
||||||
update_entity_manager(&scene.scene.ent_manager);
|
update_entity_manager(&scene.scene.ent_manager);
|
||||||
// This is needed to advance time delta
|
// This is needed to advance time delta
|
||||||
|
@ -473,7 +504,7 @@ int main(void)
|
||||||
}
|
}
|
||||||
free_scene(&scene.scene);
|
free_scene(&scene.scene);
|
||||||
term_level_scene_data(&scene.data);
|
term_level_scene_data(&scene.data);
|
||||||
deinit_engine(&engine);
|
sc_queue_term(&key_buffer);
|
||||||
term_assets(&engine.assets);
|
term_assets(&engine.assets);
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue