HATPC/main.c

110 lines
3.2 KiB
C

#include "raylib.h"
#include "assets_loader.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "mempool.h"
#include <stdio.h>
#define N_SCENES 4
Scene_t *scenes[N_SCENES];
static GameEngine_t engine = {
.scenes = scenes,
.max_scenes = 3,
.curr_scene = 0,
.assets = {0}
};
const int screenWidth = 1280;
const int screenHeight = 640;
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
sc_queue_init(&key_buffer);
InitWindow(screenWidth, screenHeight, "raylib");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
init_memory_pools();
init_assets(&engine.assets);
load_from_infofile("res/assets.info", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
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);
LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
if (pack != NULL)
{
level_scene.data.level_pack = pack;
level_scene.data.current_level = 0;
load_level_tilemap(&level_scene, 0);
}
MenuScene_t menu_scene;
menu_scene.scene.engine = &engine;
init_menu_scene(&menu_scene);
scenes[0] = &menu_scene.scene;
scenes[1] = &level_scene.scene;
scenes[2] = &sandbox_scene.scene;
change_scene(&engine, 0);
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];
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(&curr_scene->action_map, button);
if (IsKeyReleased(button))
{
do_action(curr_scene, action, false);
}
else
{
do_action(curr_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(&curr_scene->action_map, button);
if (!sc_map_found(&curr_scene->action_map)) continue;
do_action(curr_scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
update_scene(curr_scene);
update_entity_manager(&curr_scene->ent_manager);
// This is needed to advance time delta
render_scene(curr_scene);
if (curr_scene->state != SCENE_PLAYING)
{
sc_queue_clear(&key_buffer);
}
}
free_sandbox_scene(&sandbox_scene);
free_game_scene(&level_scene);
free_menu_scene(&menu_scene);
sc_queue_term(&key_buffer);
term_assets(&engine.assets);
CloseWindow();
}