39 lines
1.4 KiB
C
39 lines
1.4 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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int main(void)
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{
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InitWindow(320, 240, "raylib");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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init_memory_pools();
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LevelScene_t scene;
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init_level_scene(&scene);
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Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
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CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
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p_bbox->size.x = 30;
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p_bbox->size.y = 30;
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CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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p_ctran->accel.x = 20;
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p_ctran->accel.y = 10;
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update_entity_manager(&scene.scene.ent_manager);
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for (size_t step = 0; step < 120; step++)
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{
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puts("======");
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printf("Step %lu\n", step);
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update_scene(&scene.scene);
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printf("Position: %f,%f\n", p_ctran->position.x, p_ctran->position.y);
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printf("Velocity: %f,%f\n", p_ctran->velocity.x, p_ctran->velocity.y);
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printf("Accel: %f,%f\n", p_ctran->accel.x, p_ctran->accel.y);
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// This is needed to advance time delta
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BeginDrawing();
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// TODO: Call the current scene Render function
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render_scene(&scene.scene);
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ClearBackground(RAYWHITE);
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EndDrawing();
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}
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CloseWindow();
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free_level_scene(&scene);
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}
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