#include "raylib.h" #include "assets_loader.h" #include "scene_impl.h" #include "ent_impl.h" #include "mempool.h" #include #include #define N_SCENES 4 Scene_t *scenes[N_SCENES]; static GameEngine_t engine = { .scenes = scenes, .max_scenes = 4, .curr_scene = 0, .assets = {0} }; const int screenWidth = 1280; const int screenHeight = 640; // Maintain own queue to handle key presses struct sc_queue_32 key_buffer; int main(void) { // Initialization //-------------------------------------------------------------------------------------- init_engine(&engine, (Vector2){screenWidth, screenHeight}); SetTargetFPS(60); // Set our game to run at 60 frames-per-second #ifndef NDEBUG load_from_infofile("res/assets.info.raw", &engine.assets); init_player_creation("res/player_spr.info", &engine.assets); #else load_from_rres("res/myresources.rres", &engine.assets); init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets); #endif init_item_creation(&engine.assets); load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX); load_sfx(&engine, "snd_land", PLAYER_LAND_SFX); load_sfx(&engine, "snd_wdrop", WATER_IN_SFX); load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX); load_sfx(&engine, "snd_bubble", BUBBLE_SFX); load_sfx(&engine, "snd_mdestroy", METAL_DESTROY_SFX); load_sfx(&engine, "snd_wdestroy", WOOD_DESTROY_SFX); load_sfx(&engine, "snd_cland", WOOD_LAND_SFX); load_sfx(&engine, "snd_explsn", EXPLOSION_SFX); load_sfx(&engine, "snd_coin", COIN_SFX); load_sfx(&engine, "snd_arrhit", ARROW_DESTROY_SFX); load_sfx(&engine, "snd_launch", ARROW_RELEASE_SFX); load_sfx(&engine, "snd_launch", BOMB_RELEASE_SFX); LevelScene_t sandbox_scene; sandbox_scene.scene.engine = &engine; init_sandbox_scene(&sandbox_scene); LevelScene_t level_scene; level_scene.scene.engine = &engine; init_game_scene(&level_scene); 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"); level_scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes"); level_scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes"); level_scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes"); Texture2D* tex = get_texture(&engine.assets, "bg_tex"); SetTextureWrap(*tex, TEXTURE_WRAP_REPEAT); LevelPack_t* pack = get_level_pack(&engine.assets, "DefLevels"); if (pack != NULL) { level_scene.data.level_pack = pack; level_scene.data.current_level = 0; } MenuScene_t menu_scene; menu_scene.scene.engine = &engine; init_menu_scene(&menu_scene); LevelSelectScene_t level_sel_scene; level_sel_scene.scene.engine = &engine; level_sel_scene.data.level_pack = pack; init_level_select_scene(&level_sel_scene); scenes[MAIN_MENU_SCENE] = &menu_scene.scene; scenes[LEVEL_SELECT_SCENE] = &level_sel_scene.scene; scenes[GAME_SCENE] = &level_scene.scene; scenes[SANDBOX_SCENE] = &sandbox_scene.scene; change_scene(&engine, MAIN_MENU_SCENE); const float DT = 1.0f/60.0f; while (!WindowShouldClose()) { // This entire key processing relies on the assumption that a pressed key will // appear in the polling of raylib Scene_t* curr_scene = engine.scenes[engine.curr_scene]; if (curr_scene->state == 0 && engine.curr_scene == 0) { break; } process_inputs(&engine, curr_scene); float frame_time = GetFrameTime(); float delta_time = fminf(frame_time, DT); update_scene(curr_scene, delta_time); update_entity_manager(&curr_scene->ent_manager); // This is needed to advance time delta render_scene(curr_scene); update_sfx_list(&engine); if (curr_scene->state != 0) { sc_queue_clear(&key_buffer); } } free_sandbox_scene(&sandbox_scene); free_game_scene(&level_scene); free_menu_scene(&menu_scene); deinit_engine(&engine); }