Started using c-set-style strustroup

Moved json helpers out into their own json_helpers file

Made `sprite_load_json()`, you can load sprite definitions from json now. Spritesheets are automatically loaded if they're not in the registry. See assets/sprites/ for an example json sprite definition.
This commit is contained in:
2024-12-19 09:32:36 -05:00
parent 6cc097f334
commit 8b81eac3f5
6 changed files with 442 additions and 427 deletions

View File

@@ -16,170 +16,161 @@
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
spritesheet *spritesheetptr = NULL;
sprite *spriteptr = NULL;
actor *actorptr = NULL;
character *characterptr = NULL;
spritesheet *spritesheetptr = NULL;
sprite *spriteptr = NULL;
actor *actorptr = NULL;
character *characterptr = NULL;
SDL_AudioSpec spec;
exclib_init();
exclib_name_exception(EXC_SDL_INIT, "SDL Initialization Failure");
exclib_name_exception(EXC_SDL_MUSICMIXER, "SDL Music Mixer Failure");
exclib_name_exception(EXC_GAME_UNDEFINED, "Undefined method or value");
exclib_name_exception(EXC_ATTRIBUTEERROR, "Attribute Error");
exclib_name_exception(EXC_TYPEERROR, "Type Error");
exclib_name_exception(EXC_KEYERROR, "Key Error");
SDL_AudioSpec spec;
exclib_init();
exclib_name_exception(EXC_SDL_INIT, "SDL Initialization Failure");
exclib_name_exception(EXC_SDL_MUSICMIXER, "SDL Music Mixer Failure");
exclib_name_exception(EXC_GAME_UNDEFINED, "Undefined method or value");
exclib_name_exception(EXC_ATTRIBUTEERROR, "Attribute Error");
exclib_name_exception(EXC_TYPEERROR, "Type Error");
exclib_name_exception(EXC_KEYERROR, "Key Error");
heap_init();
registry_init_actor();
registry_init_sprite();
registry_init_spritesheet();
registry_init_character();
heap_init();
registry_init_actor();
registry_init_sprite();
registry_init_spritesheet();
registry_init_character();
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/sdl3-gametest", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/sdl3-gametest", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
GAME_init_physics();
GAME_init_physics();
spec.freq = MIX_DEFAULT_FREQUENCY;
spec.format = MIX_DEFAULT_FORMAT;
spec.channels = MIX_DEFAULT_CHANNELS;
if (!Mix_OpenAudio(0, &spec)) {
SDL_Log("Couldn't initialize the audio subsystem: %s", SDL_GetError());
return SDL_APP_FAILURE;
} else {
Mix_QuerySpec(&spec.freq, &spec.format, &spec.channels);
SDL_Log("Opened audio at %d Hz %d bit%s %s audio buffer\n", spec.freq,
(spec.format&0xFF),
(SDL_AUDIO_ISFLOAT(spec.format) ? " (float)" : ""),
(spec.channels > 2) ? "surround" : (spec.channels > 1) ? "stereo" : "mono");
}
spec.freq = MIX_DEFAULT_FREQUENCY;
spec.format = MIX_DEFAULT_FORMAT;
spec.channels = MIX_DEFAULT_CHANNELS;
if (!Mix_OpenAudio(0, &spec)) {
SDL_Log("Couldn't initialize the audio subsystem: %s", SDL_GetError());
return SDL_APP_FAILURE;
} else {
Mix_QuerySpec(&spec.freq, &spec.format, &spec.channels);
SDL_Log("Opened audio at %d Hz %d bit%s %s audio buffer\n", spec.freq,
(spec.format&0xFF),
(SDL_AUDIO_ISFLOAT(spec.format) ? " (float)" : ""),
(spec.channels > 2) ? "surround" : (spec.channels > 1) ? "stereo" : "mono");
}
TRY {
spritesheetptr = heap_next_spritesheet();
spritesheet_initialize(spritesheetptr, 48, 48, "../assets/Actor1.png");
spriteptr = heap_next_sprite();
sprite_initialize(spriteptr, "little guy facing left", spritesheetptr);
spriteptr->width = 48;
spriteptr->height = 48;
spriteptr->speed = 100;
spriteptr->loop = true;
spriteptr->loopReverse = true;
spriteptr->frames = 3;
spriteptr->frameids[0] = 12;
spriteptr->frameids[1] = 13;
spriteptr->frameids[2] = 14;
characterptr = heap_next_character();
character_initialize(characterptr, "little guy");
character_sprite_add(characterptr,
spriteptr,
(ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT));
TRY {
sprite_load_json("../assets/sprites/little_guy_walking_left.json");
actorptr = heap_next_actor();
actor_initialize(actorptr, "player");
actorptr->basechar = characterptr;
actorptr->x = 0;
actorptr->y = 0;
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT);
} CATCH(EXC_NULLPOINTER) {
SDL_Log("Attempting to load asset: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
characterptr = heap_next_character();
character_initialize(characterptr, "little guy");
character_sprite_add(
characterptr,
SDL_GetPointerProperty(
REGISTRY_SPRITE,
"little guy walking left",
NULL),
(ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT)
);
actorptr = heap_next_actor();
actor_initialize(actorptr, "player");
actorptr->basechar = characterptr;
actorptr->x = 0;
actorptr->y = 0;
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT);
} CATCH(EXC_NULLPOINTER) {
SDL_Log("Attempting to load asset: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
/*TRY {
actorptr = heap_next_actor();
actor_initialize(actorptr, "npc");
actorptr->basechar = characterptr;
actorptr->x = 0;
actorptr->y = 0;
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT);
} CATCH(EXC_NULLPOINTER) {
SDL_Log("Attempting to setup npc: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;*/
/*TRY {
actorptr = heap_next_actor();
actor_initialize(actorptr, "npc");
actorptr->basechar = characterptr;
actorptr->x = 0;
actorptr->y = 0;
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_MOVING_LEFT);
} CATCH(EXC_NULLPOINTER) {
SDL_Log("Attempting to setup npc: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;*/
/*
TRY {
//load_start_bgm("../assets/nutcracker.mid");
load_start_bgm("../assets/memories.mp3");
} CATCH(EXC_NULLPOINTER) {
} CATCH_GROUP(EXC_SDL_INIT) {
} CATCH_GROUP(EXC_SDL_MUSICMIXER) {
SDL_Log("Attempting to load and play background music: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
*/
/*
TRY {
//load_start_bgm("../assets/nutcracker.mid");
load_start_bgm("../assets/memories.mp3");
} CATCH(EXC_NULLPOINTER) {
} CATCH_GROUP(EXC_SDL_INIT) {
} CATCH_GROUP(EXC_SDL_MUSICMIXER) {
SDL_Log("Attempting to load and play background music: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
*/
TRY {
tilemap_load("../assets/tilemap.tmj", &gamemap);
} DEFAULT {
SDL_Log("Exception while loading tilemap: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
TRY {
tilemap_load("../assets/tilemap.tmj", &gamemap);
} DEFAULT {
SDL_Log("Exception while loading tilemap: %s (%s)", EXCLIB_EXCEPTION->description, SDL_GetError());
return SDL_APP_FAILURE;
} ETRY;
camera.x = 0;
camera.y = 0;
camera.w = 640;
camera.h = 480;
camera.x = 0;
camera.y = 0;
camera.w = 640;
camera.h = 480;
return SDL_APP_CONTINUE;
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
} else if (event->type == SDL_EVENT_JOYSTICK_BUTTON_UP) {
GAME_handle_joystick_button_up(appstate, event);
} else if (event->type == SDL_EVENT_JOYSTICK_ADDED) {
GAME_handle_joystick_added(appstate, event);
} else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) {
GAME_handle_joystick_removed(appstate, event);
}
return SDL_APP_CONTINUE; /* carry on with the program! */
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
} else if (event->type == SDL_EVENT_JOYSTICK_BUTTON_UP) {
GAME_handle_joystick_button_up(appstate, event);
} else if (event->type == SDL_EVENT_JOYSTICK_ADDED) {
GAME_handle_joystick_added(appstate, event);
} else if (event->type == SDL_EVENT_JOYSTICK_REMOVED) {
GAME_handle_joystick_removed(appstate, event);
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
SDL_FRect dest;
b2Vec2 position;
int i = 0;
iterator opflags;
SDL_FRect dest;
b2Vec2 position;
int i = 0;
iterator opflags;
BITMASK_CLEAR(opflags.flags);
BITMASK_ADD(opflags.flags, ITERATOR_OP_UPDATE);
BITMASK_ADD(opflags.flags, ITERATOR_OP_RENDER);
BITMASK_CLEAR(opflags.flags);
BITMASK_ADD(opflags.flags, ITERATOR_OP_UPDATE);
BITMASK_ADD(opflags.flags, ITERATOR_OP_RENDER);
for ( i = 0; i < gamemap.numlayers; i++ ) {
opflags.layerid = i;
tilemap_draw(renderer, &gamemap, &camera, i);
SDL_EnumerateProperties(REGISTRY_ACTOR, &registry_iterate_actor, (void *)&opflags);
}
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
for ( i = 0; i < gamemap.numlayers; i++ ) {
opflags.layerid = i;
tilemap_draw(renderer, &gamemap, &camera, i);
SDL_EnumerateProperties(REGISTRY_ACTOR, &registry_iterate_actor, (void *)&opflags);
}
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
SDL_DestroyTexture(ball.texture);
b2DestroyWorld(physicsWorldId);
SDL_Log("Freeing music resources");
if ( bgm != NULL ) {
Mix_FreeMusic(bgm);
}
SDL_Log("Quitting mixer");
Mix_Quit();
/* SDL will clean up the window/renderer for us. */
SDL_DestroyTexture(ball.texture);
b2DestroyWorld(physicsWorldId);
SDL_Log("Freeing music resources");
if ( bgm != NULL ) {
Mix_FreeMusic(bgm);
}
SDL_Log("Quitting mixer");
Mix_Quit();
}