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