90 lines
2.5 KiB
C
90 lines
2.5 KiB
C
#include "mempool.h"
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#include "scene_impl.h"
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#include <stdio.h>
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#include <unistd.h>
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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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Scene_t *scenes[1];
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static GameEngine_t engine =
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{
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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};
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int main(void)
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{
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sc_queue_init(&key_buffer);
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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init_memory_pools();
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init_assets(&engine.assets);
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Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png");
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Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex);
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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spr = add_sprite(&engine.assets, "plr_run", tex);
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spr->frame_count = 4;
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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spr->speed = 15;
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_level_scene(&scene);
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scenes[0] = &scene.scene;
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change_scene(&engine, 0);
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while(true)
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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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unsigned int sz = sc_queue_size(&key_buffer);
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// Process any existing pressed key
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for (size_t i=0; i<sz; i++)
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{
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int button = sc_queue_del_first(&key_buffer);
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(&scene.scene, action, false);
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}
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else
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{
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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}
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// Detect new key presses
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while(true)
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{
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int button = GetKeyPressed();
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (!sc_map_found(&scene.scene.action_map)) continue;
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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update_scene(&scene.scene);
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update_entity_manager(&scene.scene.ent_manager);
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// This is needed to advance time delta
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BeginDrawing();
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render_scene(&scene.scene);
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ClearBackground(RAYWHITE);
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EndDrawing();
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if (WindowShouldClose()) break;
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}
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CloseWindow();
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free_level_scene(&scene);
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sc_queue_term(&key_buffer);
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}
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