#include "mempool.h" #include "scene_impl.h" #include "ent_impl.h" #include "assets_loader.h" #include #include #if defined(PLATFORM_WEB) #include #endif static SFX_t sfx_buffer[N_SFX] = {0}; static uint32_t sfx_counts[N_SFX] = {0}; Scene_t* scenes[1]; static GameEngine_t engine = { .scenes = scenes, .max_scenes = 1, .curr_scene = 0, .assets = {0}, .sfx_list = { .sfx = sfx_buffer, .n_sfx = N_SFX, .sfx_queue = sfx_counts, .played_sfx = 0, } }; void update_loop(void) { Scene_t* scene = engine.scenes[engine.curr_scene]; process_inputs(&engine, scene); update_scene(scene); update_entity_manager(&scene->ent_manager); // This is needed to advance time delta render_scene(scene); } int main(void) { InitWindow(1280, 640, "raylib"); SetTargetFPS(60); InitAudioDevice(); init_engine(&engine); init_memory_pools(); init_assets(&engine.assets); #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); add_sound(&engine.assets, "snd_jump", "res/jump.ogg"); add_sound(&engine.assets, "snd_land", "res/land.ogg"); add_sound(&engine.assets, "snd_wdrop", "res/water_land.ogg"); add_sound(&engine.assets, "snd_bland", "res/boulder_move.ogg"); add_sound(&engine.assets, "snd_bubble", "res/bubble.ogg"); 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); LevelScene_t scene; scene.scene.engine = &engine; init_sandbox_scene(&scene); scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp"); scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr"); scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes"); scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes"); scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes"); scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes"); scenes[0] = &scene.scene; change_scene(&engine, 0); #if defined(PLATFORM_WEB) puts("Setting emscripten main loop"); emscripten_set_main_loop(update_loop, 0, 1); #else puts("Regular main loop"); while(true) { // This entire key processing relies on the assumption that a pressed key will // appear in the polling of raylib process_inputs(&engine, &scene.scene); update_scene(&scene.scene); update_entity_manager(&scene.scene.ent_manager); // This is needed to advance time delta render_scene(&scene.scene); update_sfx_list(&engine); if (WindowShouldClose()) break; } #endif free_sandbox_scene(&scene); deinit_engine(&engine); term_assets(&engine.assets); CloseWindow(); }