110 lines
3.2 KiB
C
110 lines
3.2 KiB
C
#include "raylib.h"
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#include "assets_loader.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "mempool.h"
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#include <stdio.h>
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#define N_SCENES 4
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Scene_t *scenes[N_SCENES];
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static GameEngine_t engine = {
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.scenes = scenes,
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.max_scenes = 3,
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.curr_scene = 0,
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.assets = {0}
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};
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const int screenWidth = 1280;
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const int screenHeight = 640;
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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sc_queue_init(&key_buffer);
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InitWindow(screenWidth, screenHeight, "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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init_assets(&engine.assets);
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load_from_infofile("res/assets.info", &engine.assets);
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init_player_creation("res/player_spr.info", &engine.assets);
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LevelScene_t sandbox_scene;
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sandbox_scene.scene.engine = &engine;
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init_sandbox_scene(&sandbox_scene);
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LevelScene_t level_scene;
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level_scene.scene.engine = &engine;
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init_game_scene(&level_scene);
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LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
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if (pack != NULL)
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{
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level_scene.data.level_pack = pack;
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level_scene.data.current_level = 0;
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load_level_tilemap(&level_scene, 0);
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}
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MenuScene_t menu_scene;
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menu_scene.scene.engine = &engine;
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init_menu_scene(&menu_scene);
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scenes[0] = &menu_scene.scene;
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scenes[1] = &level_scene.scene;
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scenes[2] = &sandbox_scene.scene;
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change_scene(&engine, 0);
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while (!WindowShouldClose())
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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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Scene_t* curr_scene = engine.scenes[engine.curr_scene];
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unsigned int sz = sc_queue_size(&key_buffer);
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// Process any existing pressed key
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for (size_t i = 0; i < sz; i++)
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{
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int button = sc_queue_del_first(&key_buffer);
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ActionType_t action = sc_map_get_64(&curr_scene->action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(curr_scene, action, false);
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}
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else
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{
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do_action(curr_scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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}
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// Detect new key presses
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while(true)
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{
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int button = GetKeyPressed();
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&curr_scene->action_map, button);
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if (!sc_map_found(&curr_scene->action_map)) continue;
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do_action(curr_scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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update_scene(curr_scene);
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update_entity_manager(&curr_scene->ent_manager);
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// This is needed to advance time delta
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render_scene(curr_scene);
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if (curr_scene->state != SCENE_PLAYING)
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{
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sc_queue_clear(&key_buffer);
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}
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}
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free_sandbox_scene(&sandbox_scene);
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free_game_scene(&level_scene);
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free_menu_scene(&menu_scene);
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sc_queue_term(&key_buffer);
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term_assets(&engine.assets);
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CloseWindow();
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}
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