HATPC/level_load_test.c

102 lines
2.8 KiB
C

#include "constants.h"
#include "mempool.h"
#include "raymath.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
int main(void)
{
sc_queue_init(&key_buffer);
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_memory_pools();
init_assets(&engine.assets);
load_from_infofile("res/test_assets.info", &engine.assets);
LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
assert(pack != NULL);
LevelScene_t scene;
scene.scene.engine = &engine;
scene.data.level_pack = pack;
scene.data.current_level = 0;
init_game_scene(&scene);
assert(load_level_tilemap(&scene, 0) == true);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
for (size_t i = 0; i < sz; i++)
{
int button = sc_queue_del_first(&key_buffer);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
update_scene(&scene.scene);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
unsigned int m_id;
Entity_t* ent;
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
{
free_water_runner(ent, &scene.scene.ent_manager);
}
free_scene(&scene.scene);
term_level_scene_data(&scene.data);
sc_queue_term(&key_buffer);
term_assets(&engine.assets);
CloseWindow();
}