world objects and input are now managed in engine.c rather than game.c
parent
f7696c4ea8
commit
1e184d43c7
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@ -1,4 +1,5 @@
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#include "engine.h"
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#include "world.h"
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#include "corelib/assets.h"
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#include "corelib/render.h"
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#include "corelib/input.h"
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@ -47,7 +48,8 @@ int _engine_run() {
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.running = 1,
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};
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load_game();
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input_init();
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world_clear();
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start_game();
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timespec_get(&start_last_frame, TIME_UTC);
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@ -58,10 +60,13 @@ int _engine_run() {
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if(next_time.tv_nsec < start_last_frame.tv_nsec) _delta_time = 0;
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start_last_frame = next_time;
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_handle_events();
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update_input();
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_render_mode = 1;
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update_ui();
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_render_mode = 0;
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update_objects(); // update world objects
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update_game();
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draw_objects(); // draw world objects
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swap_buffer();
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}
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return 0;
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83
src/game.c
83
src/game.c
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@ -1,6 +1,5 @@
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#include "engine.h"
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#include "world.h"
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#include "player.h"
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#include "corelib/input.h"
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#include "corelib/render.h"
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#include "corelib/assets.h"
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@ -8,83 +7,45 @@
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#include "SDL2/SDL_mouse.h"
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#include "SDL2/SDL_scancode.h"
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int dragging = 0;
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int drawing = 0;
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spritesheet_t world_sheet;
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void on_quit_key(int down) {
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// Q is pressed or released
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if(down) {
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// stop running when Q is pressed
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g_context.running = 0;
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}
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}
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void on_horizontal(int axis) {
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// when A or D is pressed or released
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}
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void on_vertical(int axis) {
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// W or S is pressed or released
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}
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void on_click(int down) {
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drawing = down;
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}
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void on_erase(int down) {
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drawing = -down;
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}
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void on_drag_world(float dx, float dy) {
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if(dragging) {
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g_active_view.x -= dx * g_active_view.width;
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g_active_view.y -= dy * g_active_view.width;
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}
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}
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void on_middle_mouse(int down) {
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dragging = down;
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}
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void on_debug_frame(int down) {
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if(down) {
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d_debug_next_frame = 1;
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}
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}
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void on_button_zoom(int axis) {
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if(axis != 0) {
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g_active_view.width += axis;
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}
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}
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void on_scroll_zoom(float delta) {
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g_active_view.width -= delta * 0.5f;
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}
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void load_game() {
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world_sheet = make_spritesheet("tileset.png", 189, 189);
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input_init();
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world_clear();
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_Q, &on_quit_key);
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_TAB, &on_debug_frame);
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add_key_listener(SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS, &on_button_zoom);
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add_mouse_button_listener(SDL_BUTTON_LMASK, &on_click);
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add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase);
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add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse);
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add_mouse_listener(&on_drag_world);
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add_scroll_listener(&on_scroll_zoom);
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create_player();
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// when the left mouse button is pressed down
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// float mouse_x, mouse_y;
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// mouse_world_position(&mouse_x, &mouse_y);
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}
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void start_game() {
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// called when the game first run
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g_active_view.width = 21;
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_Q, &on_quit_key);
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add_key_listener(SDL_SCANCODE_S, SDL_SCANCODE_W, &on_horizontal);
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add_key_listener(SDL_SCANCODE_A, SDL_SCANCODE_D, &on_vertical);
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add_mouse_button_listener(SDL_BUTTON_LMASK, &on_click);
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}
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void update_game() {
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if(drawing == 1) {
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drawing = 2;
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}
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update_objects();
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draw_objects();
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// called every frame,
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// render calls made in this function will be in *world* space
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}
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void update_ui() {
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update_input();
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// called every frame,
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// render calls made in this function will be in *screen* space
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}
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void game_exit() {}
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