Break out the game demo into multiple source and include files, add a bunch of missing assets, conform to the new subsystems interface from libakgl

This commit is contained in:
2026-05-25 21:30:47 -04:00
parent f7e61cf59b
commit df4d532d82
23 changed files with 873 additions and 406 deletions

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@@ -20,8 +20,19 @@ set(libdir "\${exec_prefix}/lib")
set(includedir "\${prefix}/include")
# Add include directories
include_directories(${SDL3_INCLUDE_DIRS})
add_executable(akgltest src/akgltest.c)
include_directories(${SDL3_INCLUDE_DIRS} include/)
add_executable(akgltest
src/actors.c
src/audio.c
src/events.c
src/controllers.c
src/gamemodes.c
src/init.c
src/SDL_AppInit.c
src/SDL_AppQuit.c
src/SDL_AppIterate.c
src/main.c
)
target_link_libraries(akgltest
PRIVATE

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@@ -0,0 +1,68 @@
{
"name": "menupointer",
"movementspeed": 8,
"velocity_x": 0,
"velocity_y": 0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_UP",
"AKGL_ACTOR_STATE_MOVING_UP"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_DOWN",
"AKGL_ACTOR_STATE_MOVING_DOWN"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_UP"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_DOWN"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_LEFT",
"AKGL_ACTOR_STATE_MOVING_LEFT"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_RIGHT",
"AKGL_ACTOR_STATE_MOVING_RIGHT"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_LEFT"
],
"sprite": "menupointer"
},
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_RIGHT"
],
"sprite": "menupointer"
}
]
}

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assets/ffbg2.jpg Normal file

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@@ -4,7 +4,7 @@
"layers":[
{
"id":4,
"image":"../assets/ffbg2-scaled.png",
"image":"ffbg2-scaled.png",
"locked":true,
"name":"Image Layer 1",
"offsetx":5.6843418860808e-14,
@@ -30,7 +30,7 @@
"name":"character",
"type":"string",
"value":"little guy"
},
},
{
"name":"state",
"type":"int",
@@ -57,7 +57,7 @@
{
"name":"state",
"type":"int",
"value":272
"value":276
}],
"rotation":0,
"type":"actor",
@@ -70,14 +70,14 @@
"height":32,
"id":16,
"name":"p_foreground",
"properties":[
{
"name":"scale",
"type":"float",
"value":1.5
}],
"rotation":0,
"type":"perspective",
"properties": [
{
"name": "scale",
"type": "number",
"value": 1.5
}],
"visible":true,
"width":790,
"x":0,
@@ -87,14 +87,14 @@
"height":12,
"id":17,
"name":"p_vanishing",
"properties":[
{
"name":"scale",
"type":"float",
"value":0.75
}],
"rotation":0,
"type":"perspective",
"properties": [
{
"name": "scale",
"type": "number",
"value": 0.75
}],
"visible":true,
"width":53,
"x":270.5,
@@ -118,7 +118,7 @@
{
"columns":48,
"firstgid":1,
"image":"../assets/World_A1.png",
"image":"World_A1.png",
"imageheight":576,
"imagewidth":768,
"margin":0,
@@ -132,4 +132,4 @@
"type":"map",
"version":"1.8",
"width":64
}
}

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100
assets/sidescroller.tmj Normal file
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@@ -0,0 +1,100 @@
{ "compressionlevel":-1,
"height":15,
"infinite":false,
"layers":[
{
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 3, 0, 0, 0, 0, 0, 0, 1, 9, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 9],
"height":15,
"id":1,
"name":"Tile Layer 1",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":20,
"x":0,
"y":0
},
{
"draworder":"topdown",
"id":3,
"name":"Object Layer 1",
"objects":[
{
"gid":211,
"height":16,
"id":1,
"name":"player",
"properties":[
{
"name":"character",
"type":"string",
"value":"little guy"
},
{
"name":"state",
"type":"int",
"value":24
}],
"rotation":0,
"type":"actor",
"visible":true,
"width":16,
"x":304.261511065887,
"y":258.471635716103
}],
"opacity":1,
"type":"objectgroup",
"visible":true,
"x":0,
"y":0
},
{
"data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 24, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 0, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
"height":15,
"id":2,
"name":"Tile Layer 2",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":20,
"x":0,
"y":0
}],
"nextlayerid":4,
"nextobjectid":2,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.8.2",
"tileheight":32,
"tilesets":[
{
"columns":8,
"firstgid":1,
"image":"sidescrollertiles.png",
"imageheight":256,
"imagewidth":256,
"margin":0,
"name":"sidescroller",
"spacing":0,
"tilecount":64,
"tileheight":32,
"tilewidth":32
},
{
"columns":48,
"firstgid":65,
"image":"World_A1.png",
"imageheight":576,
"imagewidth":768,
"margin":0,
"name":"World_A1",
"spacing":0,
"tilecount":1728,
"tileheight":16,
"tilewidth":16
}],
"tilewidth":32,
"type":"map",
"version":"1.8",
"width":20
}

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@@ -0,0 +1,16 @@
{
"spritesheet": {
"filename": "../menupointer.png",
"frame_width": 50,
"frame_height": 49
},
"name": "menupointer",
"width": 50,
"height": 49,
"speed": 0,
"loop": false,
"loopReverse": false,
"frames": [
0
]
}

View File

@@ -58,7 +58,7 @@
{
"name":"state",
"type":"int",
"value":272
"value":276
}],
"rotation":0,
"type":"actor",

2
deps/libakgl vendored

64
include/akgltest.h Normal file
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@@ -0,0 +1,64 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_properties.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <akgl/assets.h>
#include <akgl/error.h>
#include <akgl/iterator.h>
#include <akgl/tilemap.h>
#include <akgl/heap.h>
#include <akgl/game.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/sprite.h>
#include <akgl/actor.h>
#include <akgl/registry.h>
#include <akgl/text.h>
#include <akstdlib.h>
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
#define AKGLTEST_STATE_LOADING 1 << 9
#define AKGLTEST_STATE_RUNNING 1 << 10
#define AKGLTEST_STATE_MAPMENU 1 << 11
#define AKGLTEST_STATE_QUIT 1 << 12
#define AKGLTEST_CONTROLMAP_MENU 0
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
extern int menuselection;
extern int maxmenu;
extern int kbid;
extern int jsid;
extern int numchars;
extern char *characterpaths[2];
extern int numsounds;
extern char *soundfiles[2];
extern int numsprites;
extern char *spritepaths[9];
extern char dirnamebuf[1024];
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_menupointer(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_player(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets();
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_release_actor(char *actorname);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event);

8
include/demo.h Normal file
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@@ -0,0 +1,8 @@
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
#define AKGLTEST_STATE_LOADING 1 << 9
#define AKGLTEST_STATE_RUNNING 1 << 10
#define AKGLTEST_STATE_MAPMENU 1 << 11
#define AKGLTEST_STATE_QUIT 1 << 12
#define AKGLTEST_CONTROLMAP_MENU 0
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1

60
src/SDL_AppInit.c Normal file
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@@ -0,0 +1,60 @@
#include <akgltest.h>
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state;
PREPARE_ERROR(e);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
ATTEMPT {
FAIL_ZERO_BREAK(e, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
strcpy((char *)&game.name, "sdl3-gametest");
strcpy((char *)&game.version, "0.0.1");
strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
//CATCH(e, akgl_game_load("assets/savegame.bin"));
CATCH(e, akgl_game_init());
CATCH(e, akgl_game_state_lock());
CATCH(e, akgl_registry_load_properties("assets/properties.json"));
CATCH(e, akgl_render_init2d(&renderer));
CATCH(e, akgl_physics_init_sidescroller(&physics));
CATCH(e, akgl_controller_list_keyboards());
CATCH(e, akgltest_load_assets());
CATCH(e, akgl_heap_next_actor(&actorptr));
CATCH(e, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(e, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
actorptr->y = 240;
actorptr->visible = false;
strcpy((char *)&dirnamebuf, "assets/memories.mp3");
CATCH(e, akgl_load_start_bgm((char *)&dirnamebuf));
CATCH(e, music_toggle(NULL, NULL));
CATCH(e, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
} CLEANUP {
IGNORE(akgl_game_state_unlock());
} PROCESS(e) {
} HANDLE_DEFAULT(e) {
LOG_ERROR(e);
return SDL_APP_FAILURE;
} FINISH_NORETURN(e);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
return SDL_APP_CONTINUE;
}

29
src/SDL_AppIterate.c Normal file
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@@ -0,0 +1,29 @@
#include <akgltest.h>
SDL_AppResult SDL_AppIterate(void *appstate)
{
//SDL_FRect dest;
//b2Vec2 position;
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_game_state_lock());
if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_QUIT) ) {
return SDL_APP_FAILURE;
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) {
CATCH(e, akgltest_iterate_running());
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
CATCH(e, akgltest_iterate_waitforinput());
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_MAPMENU) ) {
CATCH(e, akgltest_iterate_mapmenu());
}
} CLEANUP {
IGNORE(akgl_game_state_unlock());
} PROCESS(e) {
} HANDLE_DEFAULT(e) {
LOG_ERROR(e);
return SDL_APP_FAILURE;
} FINISH_NORETURN(e);
return SDL_APP_CONTINUE;
}

14
src/SDL_AppQuit.c Normal file
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@@ -0,0 +1,14 @@
#include <akgltest.h>
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();
}

86
src/actors.c Normal file
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@@ -0,0 +1,86 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
if ( menuselection < maxmenu ) {
menuselection += 1;
} else {
menuselection = 0;
}
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
if ( menuselection == 0 ) {
menuselection = maxmenu;
} else {
menuselection -= 1;
}
}
obj->y = 85 + (menuselection * 100);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_menupointer(void)
{
PREPARE_ERROR(e);
akgl_Actor *actorptr = NULL;
PASS(e, akgl_heap_next_actor(&actorptr));
PASS(e, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"menupointer",
NULL);
FAIL_ZERO_RETURN(e, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement;
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
actorptr->x = 50;
actorptr->y = 100;
actorptr->layer = 1;
actorptr->visible = false;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_player(void)
{
PREPARE_ERROR(e);
akgl_Actor *actor = NULL;
akgl_Actor *actorptr = NULL;
PASS(e, akgl_heap_next_actor(&actorptr));
PASS(e, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_RETURN(e, actorptr->basechar, AKERR_REGISTRY, "little guy character missing");
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
actorptr->y = 240;
actorptr->layer = 1;
actorptr->visible = false;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_release_actor(char *actorname)
{
PREPARE_ERROR(e);
akgl_Actor *actor = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_RETURN(e, actor, AKERR_REGISTRY, "%s", actorname);
PASS(e, akgl_heap_release_actor(actor));
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible)
{
PREPARE_ERROR(e);
akgl_Actor *actorptr = NULL;
actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname);
actorptr->visible = visible;
SUCCEED_RETURN(e);
}

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@@ -18,6 +18,8 @@
#include <akgl/registry.h>
#include <akgl/text.h>
#include <akstdlib.h>
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
#define AKGLTEST_STATE_LOADING 1 << 9
#define AKGLTEST_STATE_RUNNING 1 << 10
@@ -28,7 +30,9 @@
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
int menuselection = 0;
int maxmenu = 2;
int maxmenu = 3;
int kbid = 0;
int jsid = 0;
int numchars = 2;
char *characterpaths[] = {
@@ -57,143 +61,20 @@ char *spritepaths[] = {
char dirnamebuf[1024];
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event)
{
akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
akgl_Actor *player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
PREPARE_ERROR(e);
PASS(e, akgl_tilemap_release(&gamemap));
FAIL_ZERO_RETURN(e, player, AKERR_NULLPOINTER, "missing actor");
FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
// Reset all the actors back to empty (except the player and menupointer)
for ( int i = 0 ; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( &HEAP_ACTOR[i] != player && &HEAP_ACTOR[i] != menupointer ) {
PASS(e, akgl_heap_release_actor(&HEAP_ACTOR[i]));
//SDL_ClearProperty(AKGL_REGISTRY_ACTOR, (char *)&HEAP_ACTOR[i].name);
//memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
} else {
SDL_Log("Preserving menupointer and actor (%p)", &HEAP_ACTOR[i]);
}
}
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer;
menupointer->visible = true;
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event)
{
akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "missing actor");
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL;
menupointer->visible = false;
actorptr->visible = true;
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU);
if ( menuselection == 0 ) {
strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 1 ) {
strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 2 ) {
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
}
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
if ( menuselection < maxmenu ) {
menuselection += 1;
} else {
menuselection = 0;
}
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
if ( menuselection == 0 ) {
menuselection = maxmenu;
} else {
menuselection -= 1;
}
}
obj->y = 85 + (menuselection * 100);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
{
SDL_PropertiesID bgmprops = 0;
PREPARE_ERROR(errctx);
if ( MIX_TrackPlaying(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
FAIL_ZERO_RETURN(
errctx,
MIX_StopTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} else {
SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
FAIL_ZERO_RETURN(
errctx,
MIX_PlayTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
{
return akgl_game_save("assets/savegame.bin");
}
akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
SDL_Log("Quitting game");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
{
PREPARE_ERROR(errctx);
PREPARE_ERROR(e);
for ( int i = 0; i < numsprites ; i++) {
strcpy((char *)&dirnamebuf, spritepaths[i]);
SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
PASS(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
PASS(e, akgl_sprite_load_json((char *)&dirnamebuf));
}
for ( int i = 0; i < numchars ; i++ ) {
strcpy((char *)&dirnamebuf, characterpaths[i]);
SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
PASS(errctx, akgl_character_load_json((char *)&dirnamebuf));
PASS(e, akgl_character_load_json((char *)&dirnamebuf));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible)
{
PREPARE_ERROR(e);
akgl_Actor *actorptr = NULL;
actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname);
actorptr->visible = visible;
SUCCEED_RETURN(e);
}
@@ -201,46 +82,33 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state;
PREPARE_ERROR(errctx);
PREPARE_ERROR(e);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(e, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
strcpy((char *)&game.name, "sdl3-gametest");
strcpy((char *)&game.version, "0.0.1");
strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
CATCH(errctx, akgl_game_init());
CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
CATCH(errctx, akgl_render_init2d(&renderer));
CATCH(errctx, akgl_controller_list_keyboards());
//CATCH(e, akgl_game_load("assets/savegame.bin"));
CATCH(e, akgl_game_init());
CATCH(e, akgl_registry_load_properties("assets/properties.json"));
CATCH(e, akgl_render_init2d(&renderer));
CATCH(e, akgl_physics_init_sidescroller(&physics));
CATCH(e, akgl_controller_list_keyboards());
CATCH(errctx, akgltest_load_assets());
CATCH(errctx, akgl_heap_next_actor(&actorptr));
CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"menupointer",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement;
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
actorptr->x = 50;
actorptr->y = 100;
actorptr->visible = false;
CATCH(errctx, akgl_heap_next_actor(&actorptr));
CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
CATCH(e, akgltest_load_assets());
CATCH(e, akgl_heap_next_actor(&actorptr));
CATCH(e, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
FAIL_ZERO_BREAK(e, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
@@ -248,18 +116,18 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
actorptr->visible = false;
strcpy((char *)&dirnamebuf, "assets/memories.mp3");
CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf));
CATCH(errctx, music_toggle(NULL, NULL));
CATCH(e, akgl_load_start_bgm((char *)&dirnamebuf));
CATCH(e, music_toggle(NULL, NULL));
CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
CATCH(e, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
} PROCESS(e) {
} HANDLE_DEFAULT(e) {
LOG_ERROR(e);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
} FINISH_NORETURN(e);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
@@ -267,230 +135,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_CONTINUE;
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid)
{
akgl_Control control;
PREPARE_ERROR(e);
PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid));
// set custom control maps */
memset((void *)&control, 0x00, sizeof(akgl_Control));
// Quit
control.key = SDLK_ESCAPE;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &akgltest_set_gamemode_menu;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Toggle the music
control.key = SDLK_M;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &music_toggle;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Save the game
control.key = SDLK_S;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &savegame;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control));
// Menu selection
control.key = SDLK_RETURN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &akgltest_set_gamemode_running;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
if ( jsid != 0 ) {
// Gamepad Menu selection. Use whatever button they pushed as the action
control.button = SDL_GAMEPAD_BUTTON_START;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgltest_set_gamemode_running;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
// Toggle the music
control.button = SDL_GAMEPAD_BUTTON_SOUTH;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &music_toggle;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Quit
control.button = SDL_GAMEPAD_BUTTON_EAST;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgltest_set_gamemode_menu;
PASS(e, akgl_controller_pushmap(mapid, &control));
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event)
{
akgl_Control control;
int kbid = 0;
int jsid = 0;
PREPARE_ERROR(e);
if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
jsid = event->gbutton.which;
} else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
kbid = event->key.which;
}
PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_MENU, kbid, jsid));
PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
SUCCEED_RETURN(e);
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP ||
event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_KEY_UP ) {
if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
// get the player's default keyboard or gamepad id from the event
CATCH(errctx, akgltest_controller_get_defaults(appstate, event));
CATCH(errctx, akgltest_set_gamemode_menu(appstate, event));
} else {
CATCH(errctx, akgl_controller_handle_event(appstate, event));
}
}
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
{
akgl_Actor *menupointer = NULL;
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, renderer.frame_start(&renderer))
SDL_SetRenderDrawColor(renderer.sdl_renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer.sdl_renderer);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"IMAGE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
100)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"TILE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
200)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"QUIT GAME",
(SDL_Color){255, 255, 255, 255},
0,
150,
300)
);
menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry");
menupointer->visible = true;
CATCH(e, menupointer->updatefunc(menupointer));
CATCH(e, menupointer->movementlogicfunc(menupointer, 0));
CATCH(e, menupointer->renderfunc(menupointer));
CATCH(e, renderer.frame_end(&renderer))
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
{
PREPARE_ERROR(errctx);
akgl_game_updateFPS();
PASS(errctx, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"PRESS ANY KEY OR JOYSTICK BUTTON",
(SDL_Color){255, 255, 255, 255},
0,
40,
120)
);
PASS(errctx, renderer.frame_end(&renderer));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
{
int i = 0;
akgl_Iterator opflags;
char fpsText[32];
PREPARE_ERROR(errctx);
akgl_game_updateFPS();
AKGL_BITMASK_CLEAR(opflags.flags);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RENDER);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_TILEMAPSCALE);
for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
opflags.layerid = i;
PASS(errctx, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
}
ATTEMPT {
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
PASS(errctx, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
(char *)&fpsText,
(SDL_Color){255, 255, 255, 255},
0,
450,
10)
);
} CLEANUP {
SDL_RenderPresent(renderer.sdl_renderer);
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
SDL_AppResult SDL_AppIterate(void *appstate)
{

24
src/audio.c Normal file
View File

@@ -0,0 +1,24 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
{
SDL_PropertiesID bgmprops = 0;
PREPARE_ERROR(e);
if ( MIX_TrackPlaying(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
FAIL_ZERO_RETURN(
e,
MIX_StopTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} else {
SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
FAIL_ZERO_RETURN(
e,
MIX_PlayTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
SUCCEED_RETURN(e);
}

71
src/controllers.c Normal file
View File

@@ -0,0 +1,71 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid)
{
akgl_Control control;
PREPARE_ERROR(e);
PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid));
// set custom control maps */
memset((void *)&control, 0x00, sizeof(akgl_Control));
// Quit
control.key = SDLK_ESCAPE;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &akgltest_set_gamemode_menu;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Toggle the music
control.key = SDLK_M;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &music_toggle;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Save the game
control.key = SDLK_S;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &savegame;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control));
// Menu selection
control.key = SDLK_RETURN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &akgltest_set_gamemode_running;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
if ( jsid != 0 ) {
// Gamepad Menu selection. Use whatever button they pushed as the action
control.button = SDL_GAMEPAD_BUTTON_START;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgltest_set_gamemode_running;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
// Toggle the music
control.button = SDL_GAMEPAD_BUTTON_SOUTH;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &music_toggle;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Quit
control.button = SDL_GAMEPAD_BUTTON_EAST;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgltest_set_gamemode_menu;
PASS(e, akgl_controller_pushmap(mapid, &control));
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event)
{
akgl_Control control;
PREPARE_ERROR(e);
if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
jsid = event->gbutton.which;
} else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
kbid = event->key.which;
}
SUCCEED_RETURN(e);
}

45
src/events.c Normal file
View File

@@ -0,0 +1,45 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
{
return akgl_game_save("assets/savegame.bin");
}
akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(e);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
SDL_Log("Quitting game");
SUCCEED_RETURN(e);
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_game_state_lock());
FAIL_ZERO_BREAK(e, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(e, event, AKERR_NULLPOINTER, "NULL event pointer");
if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP ||
event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_KEY_UP ) {
// get the player's default keyboard or gamepad id from the event
CATCH(e, akgltest_controller_get_defaults(appstate, event));
CATCH(e, akgltest_set_gamemode_menu(appstate, event));
}
} else {
CATCH(e, akgl_controller_handle_event(appstate, event));
}
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
} CLEANUP {
IGNORE(akgl_game_state_unlock());
} PROCESS(e) {
} FINISH_NORETURN(e);
return SDL_APP_CONTINUE; /* carry on with the program! */
}

173
src/gamemodes.c Normal file
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@@ -0,0 +1,173 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event)
{
PREPARE_ERROR(e);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
PASS(e, akgl_tilemap_release(&gamemap));
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_heap_init_actor());
PASS(e, akgltest_init_menupointer());
akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer;
menupointer->visible = true;
PASS(e, aksl_memset((void *)GAME_ControlMaps, 0x00, (sizeof(akgl_ControlMap) * AKGL_MAX_CONTROL_MAPS)));
PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_MENU, kbid, jsid));
PASS(e, aksl_memset((void *)&gamemap, 0x00, sizeof(akgl_Tilemap)));
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event)
{
PREPARE_ERROR(e);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU);
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_heap_init_actor());
PASS(e, akgltest_init_player());
PASS(e, aksl_memset((void *)GAME_ControlMaps, 0x00, (sizeof(akgl_ControlMap) * AKGL_MAX_CONTROL_MAPS)));
PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL;
actorptr->visible = true;
if ( menuselection == 0 ) {
strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 1 ) {
strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 2 ) {
strcpy((char *)&dirnamebuf, "assets/sidescroller.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 3 ) {
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
}
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
{
akgl_Actor *menupointer = NULL;
akgl_Iterator opflags = {
.flags = 0,
.layerid = 0
};
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, renderer.frame_start(&renderer))
SDL_SetRenderDrawColor(renderer.sdl_renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer.sdl_renderer);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"IMAGE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
100)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"TILE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
200)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"SIDESCROLLER MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
300)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"QUIT GAME",
(SDL_Color){255, 255, 255, 255},
0,
150,
400)
);
menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry");
menupointer->visible = true;
CATCH(e, akgl_game_update(&opflags));
CATCH(e, renderer.frame_end(&renderer))
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
{
PREPARE_ERROR(e);
akgl_game_updateFPS();
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"PRESS ANY KEY OR JOYSTICK BUTTON",
(SDL_Color){255, 255, 255, 255},
0,
40,
120)
);
PASS(e, renderer.frame_end(&renderer));
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
{
int i = 0;
akgl_Iterator opflags;
char fpsText[32];
PREPARE_ERROR(e);
PASS(e, renderer.frame_start(&renderer));
PASS(e, akgl_game_update(NULL));
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
(char *)&fpsText,
(SDL_Color){255, 255, 255, 255},
0,
450,
10)
);
PASS(e, renderer.frame_end(&renderer));
SUCCEED_RETURN(e);
}

18
src/init.c Normal file
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@@ -0,0 +1,18 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
{
PREPARE_ERROR(e);
for ( int i = 0; i < numsprites ; i++) {
strcpy((char *)&dirnamebuf, spritepaths[i]);
SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
PASS(e, akgl_sprite_load_json((char *)&dirnamebuf));
}
for ( int i = 0; i < numchars ; i++ ) {
strcpy((char *)&dirnamebuf, characterpaths[i]);
SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
PASS(e, akgl_character_load_json((char *)&dirnamebuf));
}
SUCCEED_RETURN(e);
}

36
src/main.c Normal file
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@@ -0,0 +1,36 @@
#define SDL_MAIN_USE_CALLBACKS
#include <akgltest.h>
int menuselection = 0;
int maxmenu = 3;
int kbid = 0;
int jsid = 0;
int numchars = 2;
char *characterpaths[] = {
"assets/characters/littleguy.json",
"assets/characters/menupointer.json"
};
int numsounds = 2;
char *soundfiles[] = {
"assets/vgmenuhighlight.wav",
"assets/vgmenuselect.wav"
};
int numsprites = 9;
char *spritepaths[] = {
"assets/sprites/menupointer.json",
"assets/sprites/little_guy_walking_left.json",
"assets/sprites/little_guy_walking_right.json",
"assets/sprites/little_guy_walking_up.json",
"assets/sprites/little_guy_walking_down.json",
"assets/sprites/little_guy_facing_left.json",
"assets/sprites/little_guy_facing_right.json",
"assets/sprites/little_guy_facing_up.json",
"assets/sprites/little_guy_facing_down.json"
};
char dirnamebuf[1024];