Restructured everything so hot reloading works

This commit is contained in:
Joseph Ferano 2025-10-04 18:18:42 +07:00
parent 40022bbdb4
commit fd4f8ffbb1
6 changed files with 211 additions and 194 deletions

1
.gitignore vendored
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@ -10,3 +10,4 @@
/game.fasl /game.fasl
/writeimage /writeimage
*.fasl *.fasl
*.so

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@ -11,10 +11,11 @@ main: main.cpp game.h Makefile
$(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main $(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main
game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile
$(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so $(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp
mv game.so.tmp game.so
run: all run: all
./main LD_LIBRARY_PATH=lib ./main
clean: clean:
rm -vf *.so *.o main rm -vf *.so *.o main

265
game.cpp
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@ -1,6 +1,8 @@
#include <cstdlib> #include <cstdlib>
#include <cstdio> #include <cstdio>
#include <cstring>
#include <optional> #include <optional>
#include <iostream>
using namespace std; using namespace std;
@ -10,8 +12,7 @@ using namespace std;
#include "game.h" #include "game.h"
#include "game_data.h" #include "game_data.h"
// Assets Init() { GameState *InitState() {
void Init() {
knight_anims[ANIM_KNIGHT_IDLE] = knight_idle; knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
knight_anims[ANIM_KNIGHT_RUN] = knight_run; knight_anims[ANIM_KNIGHT_RUN] = knight_run;
knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1; knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
@ -28,41 +29,56 @@ void Init() {
LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png"); assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png");
assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png"); assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
// return assets;
auto game = new GameState;
game->assets = assets;
// TODO: Probably want to use idiomatic C++ here?
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;
game->camera = Camera2D{.offset = {0, 0}, .target = {0, 0}, .rotation = 0.0f, .zoom = 1.0f};
return game;
} }
void Update(GameState *game, Camera2D *cam, float dt) { GameState *Init() {
SetTraceLogLevel(4);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
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);
SetTargetFPS(TARGET_FPS);
HideCursor();
return InitState();
}
void Input(GameState *state) {
if (IsMouseButtonPressed(0)) { if (IsMouseButtonPressed(0)) {
game->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), *cam)}; state->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), state->camera)};
}
if (game->selection_mouse_start_pos.has_value()) {
Point start_pos = game->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x;
f32 height = current_pos.y - start_pos.y;
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)};
for (int i = 0; i < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
game->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
}
} }
if (IsMouseButtonReleased(0)) { if (IsMouseButtonReleased(0)) {
// TODO: This is what should happen when the distance is too small // TODO: This is what should happen when the distance is too small
// Point start_pos = game->selection_mouse_start_pos.some.point; // Point start_pos = game->selection_mouse_start_pos.some.point;
Point start_pos = game->selection_mouse_start_pos.value(); Point start_pos = state->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam); Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) { if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x; f32 width = current_pos.x - start_pos.x;
@ -70,72 +86,68 @@ void Update(GameState *game, Camera2D *cam, float dt) {
f32 x = width >= 0.0f ? start_pos.x : current_pos.x; f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y; f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)}; Rectangle rect = {x, y, fabs(width), fabs(height)};
for (int i = 0; i < game->entity_count; i++) { for (int i = 0; i < state->entity_count; i++) {
Rectangle mouse_select_area = { Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x, state->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y, state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width, knight_colrect_select.width,
knight_colrect_select.height, knight_colrect_select.height,
}; };
game->knights[i].selected = state->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area); CheckCollisionRecs(rect, mouse_select_area);
} }
} else { } else {
// TODO: This kind of sucks that we're doing all the math here to calculate // TODO: This kind of sucks that we're doing all the math here to calculate
// the position of the collider, we need a helper that calculates origin offset // the position of the collider, we need a helper that calculates origin offset
int k_idx = -1; int k_idx = -1;
for (int i = 0; i < game->entity_count; i++) { for (int i = 0; i < state->entity_count; i++) {
Rectangle mouse_select_area = { Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x, state->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y, state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width, knight_colrect_select.width,
knight_colrect_select.height, knight_colrect_select.height,
}; };
if (CheckCollisionPointRec(current_pos, mouse_select_area)) { if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
k_idx = i; k_idx = i;
} }
game->knights[i].selected = false; state->knights[i].selected = false;
} }
if (k_idx != -1) { if (k_idx != -1) {
game->knights[k_idx].selected = true; state->knights[k_idx].selected = true;
} }
} }
game->selection_mouse_start_pos = optional<Point>{}; state->selection_mouse_start_pos = optional<Point>{};
} }
if (IsMouseButtonPressed(1)) { if (IsMouseButtonPressed(1)) {
Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam); Point target_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
bool any = false; bool any = false;
for (int i = 0; i < game->entity_count; i++) { for (int i = 0; i < state->entity_count; i++) {
if (game->knights[i].selected) { if (state->knights[i].selected) {
game->knights[i].move_target_point = target_pos; state->knights[i].move_target_point = target_pos;
game->knights[i].ordered_to_move = true; state->knights[i].ordered_to_move = true;
any = true; any = true;
} }
} }
if (any) { if (any) {
game->selected_point = optional<Point>{target_pos}; state->selected_point = optional<Point>{target_pos};
} }
} }
const float cam_move_speed = 1050.0f * dt; f32 cam_speed = 5.0;
Vector2 cam_vel = {}; if (IsKeyDown(KEY_RIGHT)) {
if (IsKeyDown(KEY_D)) { state->camera.target.x += cam_speed;
cam_vel.x = -1;
} }
if (IsKeyDown(KEY_A)) { if (IsKeyDown(KEY_LEFT)) {
cam_vel.x = 1; state->camera.target.x -= cam_speed;
} }
if (IsKeyDown(KEY_W)) { if (IsKeyDown(KEY_UP)) {
cam_vel.y = 1; state->camera.target.y -= cam_speed;
} }
if (IsKeyDown(KEY_S)) { if (IsKeyDown(KEY_DOWN)) {
cam_vel.y = -1; state->camera.target.y += cam_speed;
} }
cam_vel = Vector2Normalize(cam_vel); // if (IsKeyPressed(KEY_SPACE) && state->selected_knight != -1) {
game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
cam->offset = Vector2Add(cam->offset, game->camera_position);
// if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
// int k_idx = game->selected_knight; // int k_idx = game->selected_knight;
// if (game->knights[k_idx].state != KNIGHT_ATTACKING) { // if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
// game->knights[k_idx].state = KNIGHT_ATTACKING; // game->knights[k_idx].state = KNIGHT_ATTACKING;
@ -145,14 +157,50 @@ void Update(GameState *game, Camera2D *cam, float dt) {
if (IsKeyPressed(KEY_F1)) { if (IsKeyPressed(KEY_F1)) {
global_debug_mode = !global_debug_mode; global_debug_mode = !global_debug_mode;
} }
if (IsKeyPressed(KEY_F2)) {
auto new_state = InitState();
*state = *new_state;
}
}
void Update(GameState *state) {
// cout << "Cool" << endl;
if (state->selection_mouse_start_pos.has_value()) {
Point start_pos = state->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x;
f32 height = current_pos.y - start_pos.y;
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)};
for (int i = 0; i < state->entity_count; i++) {
Rectangle mouse_select_area = {
state->knights[i].position.x + knight_colrect_select.x,
state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
state->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
}
}
float dt = 0.33;
const float cam_move_speed = 1050.0f * dt;
// TODO: This was moved out of Input
Vector2 cam_vel = {};
cam_vel = Vector2Normalize(cam_vel);
state->camera_position = Vector2Scale(cam_vel, cam_move_speed);
state->camera.offset = Vector2Add(state->camera.offset, state->camera_position);
// Process animation data // Process animation data
TickSpriteAnimations(game->anim_playbacks, game->entity_count); TickSpriteAnimations(state->anim_playbacks, state->entity_count);
// Handle knight movement if they are moving somewhere // Handle knight movement if they are moving somewhere
for (int i = 0; i < game->entity_count; i++) { for (int i = 0; i < state->entity_count; i++) {
Vector2 input_vel = {}; Vector2 input_vel = {};
Knight *knight = &game->knights[i]; Knight *knight = &state->knights[i];
if (knight->ordered_to_move) { if (knight->ordered_to_move) {
Vector2 target = knight->move_target_point; Vector2 target = knight->move_target_point;
if (Vector2DistanceSqr(target, knight->position) < 2.5f) { if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
@ -165,9 +213,9 @@ void Update(GameState *game, Camera2D *cam, float dt) {
// Handle the attacking state, if not handle state transitions // Handle the attacking state, if not handle state transitions
if (knight->state == KnightState::ATTACKING) { if (knight->state == KnightState::ATTACKING) {
if (IsAnimationFinished(game->anim_playbacks[i])) { if (IsAnimationFinished(state->anim_playbacks[i])) {
knight->state = KnightState::IDLE; knight->state = KnightState::IDLE;
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
} }
} else { } else {
if (input_vel.x != 0) { if (input_vel.x != 0) {
@ -175,12 +223,12 @@ void Update(GameState *game, Camera2D *cam, float dt) {
} }
if (input_vel.x != 0 || input_vel.y != 0) { if (input_vel.x != 0 || input_vel.y != 0) {
if (knight->state == KnightState::IDLE) { if (knight->state == KnightState::IDLE) {
PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]); PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &state->anim_playbacks[i]);
knight->state = KnightState::RUNNING; knight->state = KnightState::RUNNING;
} }
} else { } else {
if (knight->state == KnightState::RUNNING) { if (knight->state == KnightState::RUNNING) {
PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]);
knight->state = KnightState::IDLE; knight->state = KnightState::IDLE;
} }
} }
@ -188,33 +236,21 @@ void Update(GameState *game, Camera2D *cam, float dt) {
if (i == 0) continue; if (i == 0) continue;
// Sort the entities by y position using Insertion Sort // Sort the entities by y position using Insertion Sort
int j = i; int j = i;
while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) { while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) {
// Swap position // Swap position
Knight temp_k = game->knights[j - 1]; Knight temp_k = state->knights[j - 1];
game->knights[j - 1] = game->knights[j]; state->knights[j - 1] = state->knights[j];
game->knights[j] = temp_k; state->knights[j] = temp_k;
// Swap animations // Swap animations
SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1]; SpriteAnimationPlayback temp_a = state->anim_playbacks[j - 1];
game->anim_playbacks[j - 1] = game->anim_playbacks[j]; state->anim_playbacks[j - 1] = state->anim_playbacks[j];
game->anim_playbacks[j] = temp_a; state->anim_playbacks[j] = temp_a;
j--; j--;
} }
} }
} }
void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { void Draw2D(GameState *state) {
// BeginDrawing();
// {
// BeginMode2D(state.camera);
// {
// }
// EndMode2D();
// }
// EndDrawing();
(void)cam;
(void)dt;
ClearBackground({100, 149, 237, 255});
int size = 32; int size = 32;
int topx = SCREEN_WIDTH / 2 - size * 32 / 2; int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
int topy = SCREEN_HEIGHT / 2 - size * 32 / 2; int topy = SCREEN_HEIGHT / 2 - size * 32 / 2;
@ -234,15 +270,15 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
} }
Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)}; Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32}; Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE); D_DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE);
} }
} }
if (state->selected_point.has_value()) { if (state->selected_point.has_value()) {
Vector2 marker_pos = state->selected_point.value(); Vector2 marker_pos = state->selected_point.value();
marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2; marker_pos.x -= state->assets.textures[TEX_TARGET_RETICLE].width / 2;
marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2; marker_pos.y -= state->assets.textures[TEX_TARGET_RETICLE].height / 2;
D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE); D_DrawTextureV(state->assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
} }
// for (int i = 0; i < game->anim_playbacks_count; i++) { // for (int i = 0; i < game->anim_playbacks_count; i++) {
@ -260,7 +296,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
src_rect.width = -abs((int)src_rect.width); src_rect.width = -abs((int)src_rect.width);
} }
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192}; Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
Texture2D tex = assets.textures[TEX_KNIGHT]; Texture2D tex = state->assets.textures[TEX_KNIGHT];
D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE); D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
if (knight->selected == true) { if (knight->selected == true) {
Rectangle knight_col_area = { Rectangle knight_col_area = {
@ -276,7 +312,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
if (state->selection_mouse_start_pos.has_value()) { if (state->selection_mouse_start_pos.has_value()) {
Point start_pos = state->selection_mouse_start_pos.value(); Point start_pos = state->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam); Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) { if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x; 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}); Vector2 pointer_pos = Vector2Subtract(world, {24, 19});
D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE); D_DrawTextureV(state->assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
DrawFPS(SCREEN_WIDTH - 100, 10);
} }
extern "C" { extern "C" {
void game_init(GameState* state) { GameState* game_init() {
(void)state; return Init();
Init();
} }
void game_update(GameState* state) { void game_step(GameState* state) {
(void)state; Input(state);
// Your update logic Update(state);
} BeginDrawing();
{
ClearBackground({100, 149, 237, 255});
BeginMode2D(state->camera);
{
Draw2D(state);
}
EndMode2D();
void game_draw(GameState* state) { DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
(void)state; DrawFPS(SCREEN_WIDTH - 100, 10);
// Your render logic }
EndDrawing();
} }
void game_cleanup(GameState* state) { void game_cleanup(GameState* state) {
(void)state; delete state;
// Cleanup printf("Cleaning Up\n");
CloseWindow();
}
bool window_should_close() {
return WindowShouldClose();
} }
} }

26
game.h
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@ -9,7 +9,7 @@ using namespace std;
#define TEXTURES_BUF_SIZE 16 #define TEXTURES_BUF_SIZE 16
#define TARGET_FPS 60 #define TARGET_FPS 60
#define MAX_KNIGHTS 5000 #define MAX_KNIGHTS 50
#define SCREEN_WIDTH 1300 #define SCREEN_WIDTH 1300
#define SCREEN_HEIGHT 1080 #define SCREEN_HEIGHT 1080
@ -43,9 +43,9 @@ struct Knight {
u8 ordered_to_move; u8 ordered_to_move;
}; };
typedef struct Assets { struct Assets {
Texture2D *textures; Texture2D *textures;
} Assets; };
struct GameState { struct GameState {
Camera2D camera; Camera2D camera;
@ -54,17 +54,21 @@ struct GameState {
optional<Point> selected_point; optional<Point> selected_point;
Knight *knights; Knight *knights;
SpriteAnimationPlayback* anim_playbacks; SpriteAnimationPlayback *anim_playbacks;
Knight *selected_knights; Knight *selected_knights;
optional<Point> selection_mouse_start_pos; optional<Point> selection_mouse_start_pos;
int entity_count; int entity_count;
}; Assets assets;
extern "C" { ~GameState() {
void game_init(GameState* state); free(knights);
void game_update(GameState* state); free(anim_playbacks);
void game_draw(GameState* state); for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
void game_cleanup(GameState* state); UnloadTexture(assets.textures[i]);
} }
free(assets.textures);
printf("I freed the stuff?\n");
}
};

BIN
game.so

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106
main.cpp
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@ -3,18 +3,23 @@
#include <sys/stat.h> #include <sys/stat.h>
#include <cstdio> #include <cstdio>
#include "include/raylib.h" struct GameState;
#include "game.h"
#include "game_data.h"
struct GameAPI { struct GameApi {
void* lib_handle; 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; time_t last_write_time;
void *gamelib_handle;
void (*init)(GameState*); ino_t gamelib_id;
void (*update)(GameState*); GameApi api;
void (*draw)(GameState*); GameState *state;
void (*cleanup)(GameState*);
}; };
time_t get_file_write_time(const char* path) { time_t get_file_write_time(const char* path) {
@ -25,88 +30,49 @@ time_t get_file_write_time(const char* path) {
return 0; return 0;
} }
bool load_game_api(GameAPI* api) { bool load_game_api(Game* game) {
const char* lib_path = "./game.so"; const char* lib_path = "./game.so";
time_t write_time = get_file_write_time(lib_path); time_t write_time = get_file_write_time(lib_path);
if (write_time <= api->last_write_time) { if (write_time <= game->last_write_time) {
return false; // No changes return false;
} }
if (api->lib_handle) { if (game->gamelib_handle) {
dlclose(api->lib_handle); dlclose(game->gamelib_handle);
} }
api->lib_handle = dlopen(lib_path, RTLD_NOW); game->gamelib_handle = dlopen(lib_path, RTLD_NOW);
if (!api->lib_handle) {
if (!game->gamelib_handle) {
printf("Failed to load game.so: %s\n", dlerror()); printf("Failed to load game.so: %s\n", dlerror());
return false; return false;
} }
api->init = (void(*)(GameState*))dlsym(api->lib_handle, "game_init"); game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init");
api->update = (void(*)(GameState*))dlsym(api->lib_handle, "game_update"); game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step");
api->draw = (void(*)(GameState*))dlsym(api->lib_handle, "game_draw"); game->api.finalize = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup");
api->cleanup = (void(*)(GameState*))dlsym(api->lib_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"); printf("Reloaded game.so\n");
return true; return true;
} }
int main(void) { int main(void) {
SetTraceLogLevel(4); Game game;
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
int monitor = GetCurrentMonitor(); load_game_api(&game);
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);
SetTargetFPS(TARGET_FPS); game.state = game.api.init();
while (!game.api.window_should_close()) {
HideCursor(); // game.frame_count++;
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++;
// float dt = GetFrameTime(); // float dt = GetFrameTime();
load_game_api(&game);
api.update(&state); game.api.step(game.state);
api.draw(&state);
} }
free(game.knights); game.api.finalize(game.state);
free(game.anim_playbacks);
// for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
// UnloadTexture(assets.textures[i]);
// }
// free(assets.textures);
CloseWindow();
return 0; return 0;
} }