HATPC/main.c

128 lines
4.4 KiB
C

#include "raylib.h"
#include "assets_loader.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "mempool.h"
#include "constants.h"
#include <stdio.h>
#include <math.h>
#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 = VIEWABLE_MAP_WIDTH * TILE_SIZE;
const int screenHeight = VIEWABLE_MAP_HEIGHT * TILE_SIZE;
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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_level_select_scene(&level_sel_scene);
free_menu_scene(&menu_scene);
deinit_engine(&engine);
}