#include "raylib.h" #include "assets_loader.h" #include "scene_impl.h" #include "ent_impl.h" #include "mempool.h" #include #define N_SCENES 4 Scene_t *scenes[N_SCENES]; static GameEngine_t engine = { .scenes = scenes, .max_scenes = 3, .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 //-------------------------------------------------------------------------------------- sc_queue_init(&key_buffer); InitWindow(screenWidth, screenHeight, "raylib"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second init_memory_pools(); init_assets(&engine.assets); load_from_infofile("res/assets.info", &engine.assets); init_player_creation("res/player_spr.info", &engine.assets); 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); LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels"); if (pack != NULL) { level_scene.data.level_pack = pack; level_scene.data.current_level = 0; load_level_tilemap(&level_scene, 0); } MenuScene_t menu_scene; menu_scene.scene.engine = &engine; init_menu_scene(&menu_scene); scenes[0] = &menu_scene.scene; scenes[1] = &level_scene.scene; scenes[2] = &sandbox_scene.scene; change_scene(&engine, 0); 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]; 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_entity_manager(&curr_scene->ent_manager); // This is needed to advance time delta render_scene(curr_scene); if (curr_scene->state != SCENE_PLAYING) { sc_queue_clear(&key_buffer); } } free_sandbox_scene(&sandbox_scene); free_game_scene(&level_scene); free_menu_scene(&menu_scene); sc_queue_term(&key_buffer); term_assets(&engine.assets); CloseWindow(); }