HATPC/scene_test.c

109 lines
3.3 KiB
C

#include "mempool.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
static SFX_t sfx_buffer[N_SFX] = {0};
static uint32_t sfx_counts[N_SFX] = {0};
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0},
.sfx_list = {
.sfx = sfx_buffer,
.n_sfx = N_SFX,
.sfx_queue = sfx_counts,
.played_sfx = 0,
}
};
void update_loop(void)
{
Scene_t* scene = engine.scenes[engine.curr_scene];
process_inputs(&engine, scene);
update_scene(scene);
update_entity_manager(&scene->ent_manager);
// This is needed to advance time delta
render_scene(scene);
}
int main(void)
{
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
InitAudioDevice();
init_engine(&engine);
init_memory_pools();
init_assets(&engine.assets);
#ifndef NDEBUG
load_from_infofile("res/assets.info.raw", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
#else
load_from_rres("res/myresources.rres", &engine.assets);
init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets);
#endif
init_item_creation(&engine.assets);
add_sound(&engine.assets, "snd_jump", "res/jump.ogg");
add_sound(&engine.assets, "snd_land", "res/land.ogg");
add_sound(&engine.assets, "snd_wdrop", "res/water_land.ogg");
add_sound(&engine.assets, "snd_bland", "res/boulder_move.ogg");
add_sound(&engine.assets, "snd_bubble", "res/bubble.ogg");
load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
load_sfx(&engine, "snd_land", PLAYER_LAND_SFX);
load_sfx(&engine, "snd_wdrop", WATER_IN_SFX);
load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX);
load_sfx(&engine, "snd_bubble", BUBBLE_SFX);
LevelScene_t scene;
scene.scene.engine = &engine;
init_sandbox_scene(&scene);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");
scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes");
scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes");
scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
#if defined(PLATFORM_WEB)
puts("Setting emscripten main loop");
emscripten_set_main_loop(update_loop, 0, 1);
#else
puts("Regular main loop");
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
process_inputs(&engine, &scene.scene);
update_scene(&scene.scene);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
update_sfx_list(&engine);
if (WindowShouldClose()) break;
}
#endif
free_sandbox_scene(&scene);
deinit_engine(&engine);
term_assets(&engine.assets);
CloseWindow();
}