109 lines
3.3 KiB
C
109 lines
3.3 KiB
C
#include "mempool.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "assets_loader.h"
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#include <stdio.h>
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#include <unistd.h>
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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static SFX_t sfx_buffer[N_SFX] = {0};
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static uint32_t sfx_counts[N_SFX] = {0};
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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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.sfx_list = {
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.sfx = sfx_buffer,
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.n_sfx = N_SFX,
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.sfx_queue = sfx_counts,
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.played_sfx = 0,
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}
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};
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void update_loop(void)
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{
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Scene_t* scene = engine.scenes[engine.curr_scene];
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process_inputs(&engine, scene);
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update_scene(scene);
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update_entity_manager(&scene->ent_manager);
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// This is needed to advance time delta
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render_scene(scene);
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}
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int main(void)
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{
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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InitAudioDevice();
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init_engine(&engine);
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init_memory_pools();
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init_assets(&engine.assets);
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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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add_sound(&engine.assets, "snd_jump", "res/jump.ogg");
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add_sound(&engine.assets, "snd_land", "res/land.ogg");
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add_sound(&engine.assets, "snd_wdrop", "res/water_land.ogg");
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add_sound(&engine.assets, "snd_bland", "res/boulder_move.ogg");
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add_sound(&engine.assets, "snd_bubble", "res/bubble.ogg");
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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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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_sandbox_scene(&scene);
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scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");
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scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes");
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scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes");
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scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes");
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scenes[0] = &scene.scene;
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change_scene(&engine, 0);
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#if defined(PLATFORM_WEB)
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puts("Setting emscripten main loop");
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emscripten_set_main_loop(update_loop, 0, 1);
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#else
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puts("Regular main loop");
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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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process_inputs(&engine, &scene.scene);
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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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render_scene(&scene.scene);
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update_sfx_list(&engine);
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if (WindowShouldClose()) break;
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}
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#endif
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free_sandbox_scene(&scene);
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deinit_engine(&engine);
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term_assets(&engine.assets);
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CloseWindow();
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}
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