Restructured everything so hot reloading works
This commit is contained in:
parent
40022bbdb4
commit
fd4f8ffbb1
1
.gitignore
vendored
1
.gitignore
vendored
@ -10,3 +10,4 @@
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/game.fasl
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/writeimage
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*.fasl
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*.so
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5
Makefile
5
Makefile
@ -11,10 +11,11 @@ main: main.cpp game.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main
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game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so
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$(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp
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mv game.so.tmp game.so
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run: all
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./main
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LD_LIBRARY_PATH=lib ./main
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clean:
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rm -vf *.so *.o main
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267
game.cpp
267
game.cpp
@ -1,6 +1,8 @@
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#include <cstdlib>
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#include <cstdio>
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#include <cstring>
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#include <optional>
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#include <iostream>
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using namespace std;
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@ -10,8 +12,7 @@ using namespace std;
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#include "game.h"
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#include "game_data.h"
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// Assets Init() {
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void Init() {
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GameState *InitState() {
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knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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@ -28,41 +29,56 @@ void Init() {
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LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
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// return assets;
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auto game = new GameState;
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game->assets = assets;
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// TODO: Probably want to use idiomatic C++ here?
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game->knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight));
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game->anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
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const int entities = MAX_KNIGHTS;
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for (int i = 0; i < entities; i++) {
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f32 rand_x = GetRandomValue(165, 1130);
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f32 rand_y = 100 + ((float)950 / (float)entities) * i;
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game->knights[i].position = {rand_x,rand_y};
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
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game->anim_playbacks[i].current_frame = rand_frame;
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}
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game->entity_count = entities;
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game->camera = Camera2D{.offset = {0, 0}, .target = {0, 0}, .rotation = 0.0f, .zoom = 1.0f};
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return game;
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}
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void Update(GameState *game, Camera2D *cam, float dt) {
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GameState *Init() {
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SetTraceLogLevel(4);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
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int monitor = GetCurrentMonitor();
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int monitor_width = GetMonitorWidth(monitor);
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int monitor_height = GetMonitorHeight(monitor);
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int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
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int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
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SetWindowPosition(win_pos_x, win_pos_y);
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SetTargetFPS(TARGET_FPS);
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HideCursor();
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return InitState();
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}
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void Input(GameState *state) {
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if (IsMouseButtonPressed(0)) {
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game->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), *cam)};
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}
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if (game->selection_mouse_start_pos.has_value()) {
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < game->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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game->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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}
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state->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), state->camera)};
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}
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if (IsMouseButtonReleased(0)) {
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// TODO: This is what should happen when the distance is too small
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// Point start_pos = game->selection_mouse_start_pos.some.point;
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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@ -70,72 +86,68 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < game->entity_count; i++) {
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for (int i = 0; i < state->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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state->knights[i].position.x + knight_colrect_select.x,
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state->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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game->knights[i].selected =
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state->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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} else {
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// the position of the collider, we need a helper that calculates origin offset
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int k_idx = -1;
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for (int i = 0; i < game->entity_count; i++) {
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for (int i = 0; i < state->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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state->knights[i].position.x + knight_colrect_select.x,
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state->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
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k_idx = i;
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}
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game->knights[i].selected = false;
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state->knights[i].selected = false;
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}
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if (k_idx != -1) {
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game->knights[k_idx].selected = true;
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state->knights[k_idx].selected = true;
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}
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}
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game->selection_mouse_start_pos = optional<Point>{};
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state->selection_mouse_start_pos = optional<Point>{};
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}
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if (IsMouseButtonPressed(1)) {
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Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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Point target_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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bool any = false;
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for (int i = 0; i < game->entity_count; i++) {
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if (game->knights[i].selected) {
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game->knights[i].move_target_point = target_pos;
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game->knights[i].ordered_to_move = true;
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for (int i = 0; i < state->entity_count; i++) {
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if (state->knights[i].selected) {
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state->knights[i].move_target_point = target_pos;
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state->knights[i].ordered_to_move = true;
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any = true;
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}
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}
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if (any) {
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game->selected_point = optional<Point>{target_pos};
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state->selected_point = optional<Point>{target_pos};
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}
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}
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {};
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if (IsKeyDown(KEY_D)) {
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cam_vel.x = -1;
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f32 cam_speed = 5.0;
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if (IsKeyDown(KEY_RIGHT)) {
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state->camera.target.x += cam_speed;
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}
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if (IsKeyDown(KEY_A)) {
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cam_vel.x = 1;
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if (IsKeyDown(KEY_LEFT)) {
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state->camera.target.x -= cam_speed;
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}
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if (IsKeyDown(KEY_W)) {
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cam_vel.y = 1;
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if (IsKeyDown(KEY_UP)) {
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state->camera.target.y -= cam_speed;
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}
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if (IsKeyDown(KEY_S)) {
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cam_vel.y = -1;
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if (IsKeyDown(KEY_DOWN)) {
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state->camera.target.y += cam_speed;
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}
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cam_vel = Vector2Normalize(cam_vel);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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// if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
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// if (IsKeyPressed(KEY_SPACE) && state->selected_knight != -1) {
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// int k_idx = game->selected_knight;
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// if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
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// game->knights[k_idx].state = KNIGHT_ATTACKING;
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@ -145,14 +157,50 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsKeyPressed(KEY_F1)) {
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global_debug_mode = !global_debug_mode;
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}
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if (IsKeyPressed(KEY_F2)) {
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auto new_state = InitState();
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*state = *new_state;
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}
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}
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void Update(GameState *state) {
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// cout << "Cool" << endl;
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if (state->selection_mouse_start_pos.has_value()) {
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < state->entity_count; i++) {
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Rectangle mouse_select_area = {
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state->knights[i].position.x + knight_colrect_select.x,
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state->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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state->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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}
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}
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float dt = 0.33;
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const float cam_move_speed = 1050.0f * dt;
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// TODO: This was moved out of Input
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Vector2 cam_vel = {};
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cam_vel = Vector2Normalize(cam_vel);
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state->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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state->camera.offset = Vector2Add(state->camera.offset, state->camera_position);
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// Process animation data
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TickSpriteAnimations(game->anim_playbacks, game->entity_count);
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TickSpriteAnimations(state->anim_playbacks, state->entity_count);
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// Handle knight movement if they are moving somewhere
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for (int i = 0; i < game->entity_count; i++) {
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for (int i = 0; i < state->entity_count; i++) {
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Vector2 input_vel = {};
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Knight *knight = &game->knights[i];
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Knight *knight = &state->knights[i];
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if (knight->ordered_to_move) {
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Vector2 target = knight->move_target_point;
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if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
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@ -165,9 +213,9 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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// Handle the attacking state, if not handle state transitions
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if (knight->state == KnightState::ATTACKING) {
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if (IsAnimationFinished(game->anim_playbacks[i])) {
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if (IsAnimationFinished(state->anim_playbacks[i])) {
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knight->state = KnightState::IDLE;
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
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}
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} else {
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if (input_vel.x != 0) {
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@ -175,12 +223,12 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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}
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if (input_vel.x != 0 || input_vel.y != 0) {
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if (knight->state == KnightState::IDLE) {
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &state->anim_playbacks[i]);
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knight->state = KnightState::RUNNING;
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}
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} else {
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if (knight->state == KnightState::RUNNING) {
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
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knight->state = KnightState::IDLE;
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}
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}
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@ -188,33 +236,21 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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if (i == 0) continue;
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// Sort the entities by y position using Insertion Sort
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int j = i;
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while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
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while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) {
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// Swap position
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Knight temp_k = game->knights[j - 1];
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game->knights[j - 1] = game->knights[j];
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game->knights[j] = temp_k;
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Knight temp_k = state->knights[j - 1];
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state->knights[j - 1] = state->knights[j];
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state->knights[j] = temp_k;
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// Swap animations
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SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
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game->anim_playbacks[j - 1] = game->anim_playbacks[j];
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game->anim_playbacks[j] = temp_a;
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SpriteAnimationPlayback temp_a = state->anim_playbacks[j - 1];
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state->anim_playbacks[j - 1] = state->anim_playbacks[j];
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state->anim_playbacks[j] = temp_a;
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j--;
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}
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}
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}
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void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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// BeginDrawing();
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// {
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// BeginMode2D(state.camera);
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// {
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// }
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// EndMode2D();
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// }
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// EndDrawing();
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(void)cam;
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(void)dt;
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ClearBackground({100, 149, 237, 255});
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void Draw2D(GameState *state) {
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int size = 32;
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int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
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int topy = SCREEN_HEIGHT / 2 - size * 32 / 2;
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@ -234,15 +270,15 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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}
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Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
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Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
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D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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D_DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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if (state->selected_point.has_value()) {
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Vector2 marker_pos = state->selected_point.value();
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marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
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marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
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D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
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marker_pos.x -= state->assets.textures[TEX_TARGET_RETICLE].width / 2;
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marker_pos.y -= state->assets.textures[TEX_TARGET_RETICLE].height / 2;
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D_DrawTextureV(state->assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
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}
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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@ -260,7 +296,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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src_rect.width = -abs((int)src_rect.width);
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}
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Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
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Texture2D tex = assets.textures[TEX_KNIGHT];
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Texture2D tex = state->assets.textures[TEX_KNIGHT];
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D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
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if (knight->selected == true) {
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Rectangle knight_col_area = {
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@ -276,7 +312,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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if (state->selection_mouse_start_pos.has_value()) {
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
|
||||
f32 width = current_pos.x - start_pos.x;
|
||||
@ -288,32 +324,41 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
|
||||
Vector2 world = GetScreenToWorld2D(GetMousePosition(), state->camera);
|
||||
Vector2 pointer_pos = Vector2Subtract(world, {24, 19});
|
||||
D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
|
||||
|
||||
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
|
||||
DrawFPS(SCREEN_WIDTH - 100, 10);
|
||||
D_DrawTextureV(state->assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
void game_init(GameState* state) {
|
||||
(void)state;
|
||||
Init();
|
||||
GameState* game_init() {
|
||||
return Init();
|
||||
}
|
||||
|
||||
void game_update(GameState* state) {
|
||||
(void)state;
|
||||
// Your update logic
|
||||
}
|
||||
|
||||
void game_draw(GameState* state) {
|
||||
(void)state;
|
||||
// Your render logic
|
||||
void game_step(GameState* state) {
|
||||
Input(state);
|
||||
Update(state);
|
||||
BeginDrawing();
|
||||
{
|
||||
ClearBackground({100, 149, 237, 255});
|
||||
BeginMode2D(state->camera);
|
||||
{
|
||||
Draw2D(state);
|
||||
}
|
||||
EndMode2D();
|
||||
|
||||
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
|
||||
DrawFPS(SCREEN_WIDTH - 100, 10);
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
void game_cleanup(GameState* state) {
|
||||
(void)state;
|
||||
// Cleanup
|
||||
delete state;
|
||||
printf("Cleaning Up\n");
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
bool window_should_close() {
|
||||
return WindowShouldClose();
|
||||
}
|
||||
}
|
||||
|
||||
26
game.h
26
game.h
@ -9,7 +9,7 @@ using namespace std;
|
||||
|
||||
#define TEXTURES_BUF_SIZE 16
|
||||
#define TARGET_FPS 60
|
||||
#define MAX_KNIGHTS 5000
|
||||
#define MAX_KNIGHTS 50
|
||||
#define SCREEN_WIDTH 1300
|
||||
#define SCREEN_HEIGHT 1080
|
||||
|
||||
@ -43,9 +43,9 @@ struct Knight {
|
||||
u8 ordered_to_move;
|
||||
};
|
||||
|
||||
typedef struct Assets {
|
||||
struct Assets {
|
||||
Texture2D *textures;
|
||||
} Assets;
|
||||
};
|
||||
|
||||
struct GameState {
|
||||
Camera2D camera;
|
||||
@ -54,17 +54,21 @@ struct GameState {
|
||||
|
||||
optional<Point> selected_point;
|
||||
Knight *knights;
|
||||
SpriteAnimationPlayback* anim_playbacks;
|
||||
SpriteAnimationPlayback *anim_playbacks;
|
||||
Knight *selected_knights;
|
||||
|
||||
optional<Point> selection_mouse_start_pos;
|
||||
|
||||
int entity_count;
|
||||
};
|
||||
Assets assets;
|
||||
|
||||
extern "C" {
|
||||
void game_init(GameState* state);
|
||||
void game_update(GameState* state);
|
||||
void game_draw(GameState* state);
|
||||
void game_cleanup(GameState* state);
|
||||
}
|
||||
~GameState() {
|
||||
free(knights);
|
||||
free(anim_playbacks);
|
||||
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
|
||||
UnloadTexture(assets.textures[i]);
|
||||
}
|
||||
free(assets.textures);
|
||||
printf("I freed the stuff?\n");
|
||||
}
|
||||
};
|
||||
|
||||
106
main.cpp
106
main.cpp
@ -3,18 +3,23 @@
|
||||
#include <sys/stat.h>
|
||||
#include <cstdio>
|
||||
|
||||
#include "include/raylib.h"
|
||||
#include "game.h"
|
||||
#include "game_data.h"
|
||||
struct GameState;
|
||||
|
||||
struct GameAPI {
|
||||
void* lib_handle;
|
||||
struct GameApi {
|
||||
struct GameState *(*init)();
|
||||
void (*step) (GameState *state);
|
||||
void (*finalize) (GameState *state);
|
||||
void (*reload) (GameState *state);
|
||||
void (*unload) (GameState *state);
|
||||
bool (*window_should_close)();
|
||||
};
|
||||
|
||||
struct Game {
|
||||
time_t last_write_time;
|
||||
|
||||
void (*init)(GameState*);
|
||||
void (*update)(GameState*);
|
||||
void (*draw)(GameState*);
|
||||
void (*cleanup)(GameState*);
|
||||
void *gamelib_handle;
|
||||
ino_t gamelib_id;
|
||||
GameApi api;
|
||||
GameState *state;
|
||||
};
|
||||
|
||||
time_t get_file_write_time(const char* path) {
|
||||
@ -25,88 +30,49 @@ time_t get_file_write_time(const char* path) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool load_game_api(GameAPI* api) {
|
||||
bool load_game_api(Game* game) {
|
||||
const char* lib_path = "./game.so";
|
||||
time_t write_time = get_file_write_time(lib_path);
|
||||
|
||||
if (write_time <= api->last_write_time) {
|
||||
return false; // No changes
|
||||
if (write_time <= game->last_write_time) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (api->lib_handle) {
|
||||
dlclose(api->lib_handle);
|
||||
if (game->gamelib_handle) {
|
||||
dlclose(game->gamelib_handle);
|
||||
}
|
||||
|
||||
api->lib_handle = dlopen(lib_path, RTLD_NOW);
|
||||
if (!api->lib_handle) {
|
||||
game->gamelib_handle = dlopen(lib_path, RTLD_NOW);
|
||||
|
||||
if (!game->gamelib_handle) {
|
||||
printf("Failed to load game.so: %s\n", dlerror());
|
||||
return false;
|
||||
}
|
||||
|
||||
api->init = (void(*)(GameState*))dlsym(api->lib_handle, "game_init");
|
||||
api->update = (void(*)(GameState*))dlsym(api->lib_handle, "game_update");
|
||||
api->draw = (void(*)(GameState*))dlsym(api->lib_handle, "game_draw");
|
||||
api->cleanup = (void(*)(GameState*))dlsym(api->lib_handle, "game_cleanup");
|
||||
game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init");
|
||||
game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step");
|
||||
game->api.finalize = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup");
|
||||
game->api.window_should_close = (bool(*)())dlsym(game->gamelib_handle, "window_should_close");
|
||||
|
||||
api->last_write_time = write_time;
|
||||
game->last_write_time = write_time;
|
||||
printf("Reloaded game.so\n");
|
||||
return true;
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
SetTraceLogLevel(4);
|
||||
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
|
||||
Game game;
|
||||
|
||||
int monitor = GetCurrentMonitor();
|
||||
int monitor_width = GetMonitorWidth(monitor);
|
||||
int monitor_height = GetMonitorHeight(monitor);
|
||||
int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2;
|
||||
int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2;
|
||||
SetWindowPosition(win_pos_x, win_pos_y);
|
||||
load_game_api(&game);
|
||||
|
||||
SetTargetFPS(TARGET_FPS);
|
||||
|
||||
HideCursor();
|
||||
|
||||
GameAPI api = {};
|
||||
GameState state = {};
|
||||
|
||||
state.camera.zoom = 1.0f;
|
||||
|
||||
api.init(&state);
|
||||
// Assets assets = api.init(&state);
|
||||
|
||||
GameState game = {};
|
||||
game.knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight));
|
||||
game.anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
|
||||
const int entities = MAX_KNIGHTS;
|
||||
for (int i = 0; i < entities; i++) {
|
||||
|
||||
f32 rand_x = GetRandomValue(165, 1130);
|
||||
f32 rand_y = 100 + ((float)950 / (float)entities) * i;
|
||||
game.knights[i].position = {rand_x,rand_y};
|
||||
|
||||
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
|
||||
int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
|
||||
game.anim_playbacks[i].current_frame = rand_frame;
|
||||
}
|
||||
game.entity_count = entities;
|
||||
|
||||
api.update(&game);
|
||||
while (!WindowShouldClose()) {
|
||||
game.frame_count++;
|
||||
game.state = game.api.init();
|
||||
while (!game.api.window_should_close()) {
|
||||
// game.frame_count++;
|
||||
// float dt = GetFrameTime();
|
||||
load_game_api(&game);
|
||||
|
||||
api.update(&state);
|
||||
api.draw(&state);
|
||||
game.api.step(game.state);
|
||||
}
|
||||
|
||||
free(game.knights);
|
||||
free(game.anim_playbacks);
|
||||
// for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
|
||||
// UnloadTexture(assets.textures[i]);
|
||||
// }
|
||||
// free(assets.textures);
|
||||
CloseWindow();
|
||||
game.api.finalize(game.state);
|
||||
return 0;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user