#include "mempool.h" #include "scene_impl.h" #include #include int main(void) { InitWindow(320, 240, "raylib"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second init_memory_pools(); LevelScene_t scene; init_level_scene(&scene); Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG); CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T); p_bbox->size.x = 30; p_bbox->size.y = 30; CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T); p_ctran->accel.x = 20; p_ctran->accel.y = 10; update_entity_manager(&scene.scene.ent_manager); for (size_t step = 0; step < 120; step++) { puts("======"); printf("Step %lu\n", step); update_scene(&scene.scene); printf("Position: %f,%f\n", p_ctran->position.x, p_ctran->position.y); printf("Velocity: %f,%f\n", p_ctran->velocity.x, p_ctran->velocity.y); printf("Accel: %f,%f\n", p_ctran->accel.x, p_ctran->accel.y); // This is needed to advance time delta BeginDrawing(); // TODO: Call the current scene Render function render_scene(&scene.scene); ClearBackground(RAYWHITE); EndDrawing(); } CloseWindow(); free_level_scene(&scene); }