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:
@@ -20,8 +20,19 @@ set(libdir "\${exec_prefix}/lib")
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set(includedir "\${prefix}/include")
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set(includedir "\${prefix}/include")
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# Add include directories
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# Add include directories
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include_directories(${SDL3_INCLUDE_DIRS})
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include_directories(${SDL3_INCLUDE_DIRS} include/)
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add_executable(akgltest src/akgltest.c)
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add_executable(akgltest
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src/actors.c
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src/audio.c
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src/events.c
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src/controllers.c
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src/gamemodes.c
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src/init.c
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src/SDL_AppInit.c
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src/SDL_AppQuit.c
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src/SDL_AppIterate.c
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src/main.c
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)
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target_link_libraries(akgltest
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target_link_libraries(akgltest
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PRIVATE
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PRIVATE
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68
assets/characters/menupointer.json
Normal file
68
assets/characters/menupointer.json
Normal file
@@ -0,0 +1,68 @@
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{
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"name": "menupointer",
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"movementspeed": 8,
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"velocity_x": 0,
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"velocity_y": 0,
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"sprite_mappings": [
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_UP",
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"AKGL_ACTOR_STATE_MOVING_UP"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_DOWN",
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"AKGL_ACTOR_STATE_MOVING_DOWN"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_UP"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_DOWN"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_LEFT",
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"AKGL_ACTOR_STATE_MOVING_LEFT"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_RIGHT",
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"AKGL_ACTOR_STATE_MOVING_RIGHT"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_LEFT"
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],
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"sprite": "menupointer"
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},
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{
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"state": [
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"AKGL_ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_FACE_RIGHT"
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],
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"sprite": "menupointer"
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}
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]
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}
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BIN
assets/ffbg2.jpg
Normal file
BIN
assets/ffbg2.jpg
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Binary file not shown.
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After Width: | Height: | Size: 207 KiB |
@@ -4,7 +4,7 @@
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"layers":[
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"layers":[
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{
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{
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"id":4,
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"id":4,
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"image":"../assets/ffbg2-scaled.png",
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"image":"ffbg2-scaled.png",
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"locked":true,
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"locked":true,
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"name":"Image Layer 1",
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"name":"Image Layer 1",
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"offsetx":5.6843418860808e-14,
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"offsetx":5.6843418860808e-14,
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@@ -57,7 +57,7 @@
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{
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{
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"name":"state",
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"name":"state",
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"type":"int",
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"type":"int",
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"value":272
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"value":276
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}],
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}],
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"rotation":0,
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"rotation":0,
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"type":"actor",
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"type":"actor",
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@@ -70,14 +70,14 @@
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"height":32,
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"height":32,
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"id":16,
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"id":16,
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"name":"p_foreground",
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"name":"p_foreground",
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"properties":[
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{
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"name":"scale",
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"type":"float",
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"value":1.5
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}],
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"rotation":0,
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"rotation":0,
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"type":"perspective",
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"type":"perspective",
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"properties": [
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{
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"name": "scale",
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"type": "number",
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"value": 1.5
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}],
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"visible":true,
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"visible":true,
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"width":790,
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"width":790,
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"x":0,
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"x":0,
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@@ -87,14 +87,14 @@
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"height":12,
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"height":12,
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"id":17,
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"id":17,
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"name":"p_vanishing",
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"name":"p_vanishing",
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"properties":[
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{
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"name":"scale",
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"type":"float",
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"value":0.75
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}],
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"rotation":0,
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"rotation":0,
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"type":"perspective",
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"type":"perspective",
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"properties": [
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{
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"name": "scale",
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"type": "number",
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"value": 0.75
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}],
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"visible":true,
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"visible":true,
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"width":53,
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"width":53,
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"x":270.5,
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"x":270.5,
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@@ -118,7 +118,7 @@
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{
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{
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"columns":48,
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"columns":48,
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"firstgid":1,
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"firstgid":1,
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"image":"../assets/World_A1.png",
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"image":"World_A1.png",
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"imageheight":576,
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"imageheight":576,
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"imagewidth":768,
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"imagewidth":768,
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"margin":0,
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"margin":0,
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BIN
assets/menupointer.png
Normal file
BIN
assets/menupointer.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 4.0 KiB |
100
assets/sidescroller.tmj
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100
assets/sidescroller.tmj
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@@ -0,0 +1,100 @@
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{ "compressionlevel":-1,
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"height":15,
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"infinite":false,
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"layers":[
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{
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"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],
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"height":15,
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"id":1,
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"name":"Tile Layer 1",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":20,
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"x":0,
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"y":0
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},
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{
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"draworder":"topdown",
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"id":3,
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"name":"Object Layer 1",
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"objects":[
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{
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"gid":211,
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"height":16,
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"id":1,
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"name":"player",
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"properties":[
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{
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"name":"character",
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"type":"string",
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"value":"little guy"
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},
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{
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"name":"state",
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"type":"int",
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"value":24
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}],
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"rotation":0,
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"type":"actor",
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"visible":true,
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"width":16,
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"x":304.261511065887,
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"y":258.471635716103
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}],
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"opacity":1,
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"type":"objectgroup",
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"visible":true,
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"x":0,
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"y":0
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},
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{
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|
"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],
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"height":15,
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||||||
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"id":2,
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"name":"Tile Layer 2",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":20,
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"x":0,
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"y":0
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}],
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"nextlayerid":4,
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"nextobjectid":2,
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"orientation":"orthogonal",
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"renderorder":"right-down",
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"tiledversion":"1.8.2",
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"tileheight":32,
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"tilesets":[
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{
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"columns":8,
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|
"firstgid":1,
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"image":"sidescrollertiles.png",
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"imageheight":256,
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"imagewidth":256,
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"margin":0,
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"name":"sidescroller",
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"spacing":0,
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|
"tilecount":64,
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"tileheight":32,
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||||||
|
"tilewidth":32
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||||||
|
},
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{
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|
"columns":48,
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||||||
|
"firstgid":65,
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||||||
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"image":"World_A1.png",
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|
"imageheight":576,
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||||||
|
"imagewidth":768,
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"margin":0,
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"name":"World_A1",
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|
"spacing":0,
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||||||
|
"tilecount":1728,
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||||||
|
"tileheight":16,
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||||||
|
"tilewidth":16
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||||||
|
}],
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"tilewidth":32,
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"type":"map",
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"version":"1.8",
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||||||
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"width":20
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|
}
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16
assets/sprites/menupointer.json
Normal file
16
assets/sprites/menupointer.json
Normal file
@@ -0,0 +1,16 @@
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|
{
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|
"spritesheet": {
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"filename": "../menupointer.png",
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||||||
|
"frame_width": 50,
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||||||
|
"frame_height": 49
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||||||
|
},
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|
"name": "menupointer",
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||||||
|
"width": 50,
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||||||
|
"height": 49,
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||||||
|
"speed": 0,
|
||||||
|
"loop": false,
|
||||||
|
"loopReverse": false,
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||||||
|
"frames": [
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||||||
|
0
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||||||
|
]
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||||||
|
}
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@@ -58,7 +58,7 @@
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{
|
{
|
||||||
"name":"state",
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"name":"state",
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||||||
"type":"int",
|
"type":"int",
|
||||||
"value":272
|
"value":276
|
||||||
}],
|
}],
|
||||||
"rotation":0,
|
"rotation":0,
|
||||||
"type":"actor",
|
"type":"actor",
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||||||
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|||||||
2
deps/libakgl
vendored
2
deps/libakgl
vendored
Submodule deps/libakgl updated: 6314ad7f26...d87c5d2c20
2
deps/libakstdlib
vendored
2
deps/libakstdlib
vendored
Submodule deps/libakstdlib updated: def4175d0a...b8ef8b0dd2
64
include/akgltest.h
Normal file
64
include/akgltest.h
Normal file
@@ -0,0 +1,64 @@
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|||||||
|
#include <SDL3/SDL.h>
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||||||
|
#include <SDL3/SDL_main.h>
|
||||||
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#include <SDL3/SDL_properties.h>
|
||||||
|
#include <SDL3_image/SDL_image.h>
|
||||||
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#include <SDL3_mixer/SDL_mixer.h>
|
||||||
|
|
||||||
|
#include <akgl/assets.h>
|
||||||
|
#include <akgl/error.h>
|
||||||
|
#include <akgl/iterator.h>
|
||||||
|
#include <akgl/tilemap.h>
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||||||
|
#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>
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||||||
|
#include <akgl/text.h>
|
||||||
|
|
||||||
|
#include <akstdlib.h>
|
||||||
|
|
||||||
|
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
|
||||||
|
#define AKGLTEST_STATE_LOADING 1 << 9
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||||||
|
#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
8
include/demo.h
Normal file
@@ -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
60
src/SDL_AppInit.c
Normal file
@@ -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
29
src/SDL_AppIterate.c
Normal file
@@ -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
14
src/SDL_AppQuit.c
Normal file
@@ -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
86
src/actors.c
Normal file
@@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
410
src/akgltest.c
410
src/akgltest.c
@@ -18,6 +18,8 @@
|
|||||||
#include <akgl/registry.h>
|
#include <akgl/registry.h>
|
||||||
#include <akgl/text.h>
|
#include <akgl/text.h>
|
||||||
|
|
||||||
|
#include <akstdlib.h>
|
||||||
|
|
||||||
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
|
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
|
||||||
#define AKGLTEST_STATE_LOADING 1 << 9
|
#define AKGLTEST_STATE_LOADING 1 << 9
|
||||||
#define AKGLTEST_STATE_RUNNING 1 << 10
|
#define AKGLTEST_STATE_RUNNING 1 << 10
|
||||||
@@ -28,7 +30,9 @@
|
|||||||
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
|
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
|
||||||
|
|
||||||
int menuselection = 0;
|
int menuselection = 0;
|
||||||
int maxmenu = 2;
|
int maxmenu = 3;
|
||||||
|
int kbid = 0;
|
||||||
|
int jsid = 0;
|
||||||
|
|
||||||
int numchars = 2;
|
int numchars = 2;
|
||||||
char *characterpaths[] = {
|
char *characterpaths[] = {
|
||||||
@@ -57,143 +61,20 @@ char *spritepaths[] = {
|
|||||||
|
|
||||||
char dirnamebuf[1024];
|
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()
|
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
|
||||||
{
|
{
|
||||||
PREPARE_ERROR(errctx);
|
PREPARE_ERROR(e);
|
||||||
for ( int i = 0; i < numsprites ; i++) {
|
for ( int i = 0; i < numsprites ; i++) {
|
||||||
strcpy((char *)&dirnamebuf, spritepaths[i]);
|
strcpy((char *)&dirnamebuf, spritepaths[i]);
|
||||||
SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
|
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++ ) {
|
for ( int i = 0; i < numchars ; i++ ) {
|
||||||
strcpy((char *)&dirnamebuf, characterpaths[i]);
|
strcpy((char *)&dirnamebuf, characterpaths[i]);
|
||||||
SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
|
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);
|
SUCCEED_RETURN(e);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -201,46 +82,33 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|||||||
{
|
{
|
||||||
akgl_Actor *actorptr = NULL;
|
akgl_Actor *actorptr = NULL;
|
||||||
*appstate = (void *)&game.state;
|
*appstate = (void *)&game.state;
|
||||||
PREPARE_ERROR(errctx);
|
PREPARE_ERROR(e);
|
||||||
|
|
||||||
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
|
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
|
||||||
|
|
||||||
ATTEMPT {
|
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.name, "sdl3-gametest");
|
||||||
strcpy((char *)&game.version, "0.0.1");
|
strcpy((char *)&game.version, "0.0.1");
|
||||||
strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
|
strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
|
||||||
|
|
||||||
//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
|
//CATCH(e, akgl_game_load("assets/savegame.bin"));
|
||||||
CATCH(errctx, akgl_game_init());
|
CATCH(e, akgl_game_init());
|
||||||
CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
|
CATCH(e, akgl_registry_load_properties("assets/properties.json"));
|
||||||
CATCH(errctx, akgl_render_init2d(&renderer));
|
CATCH(e, akgl_render_init2d(&renderer));
|
||||||
CATCH(errctx, akgl_controller_list_keyboards());
|
CATCH(e, akgl_physics_init_sidescroller(&physics));
|
||||||
|
CATCH(e, akgl_controller_list_keyboards());
|
||||||
|
|
||||||
CATCH(errctx, akgltest_load_assets());
|
CATCH(e, akgltest_load_assets());
|
||||||
|
|
||||||
CATCH(errctx, akgl_heap_next_actor(&actorptr));
|
CATCH(e, akgl_heap_next_actor(&actorptr));
|
||||||
CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
|
CATCH(e, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
|
||||||
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"));
|
|
||||||
actorptr->basechar = SDL_GetPointerProperty(
|
actorptr->basechar = SDL_GetPointerProperty(
|
||||||
AKGL_REGISTRY_CHARACTER,
|
AKGL_REGISTRY_CHARACTER,
|
||||||
"little guy",
|
"little guy",
|
||||||
NULL);
|
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->movement_controls_face = false;
|
||||||
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
|
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
|
||||||
actorptr->x = 320;
|
actorptr->x = 320;
|
||||||
@@ -248,18 +116,18 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
|||||||
actorptr->visible = false;
|
actorptr->visible = false;
|
||||||
|
|
||||||
strcpy((char *)&dirnamebuf, "assets/memories.mp3");
|
strcpy((char *)&dirnamebuf, "assets/memories.mp3");
|
||||||
CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf));
|
CATCH(e, akgl_load_start_bgm((char *)&dirnamebuf));
|
||||||
CATCH(errctx, music_toggle(NULL, NULL));
|
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 {
|
} CLEANUP {
|
||||||
} PROCESS(errctx) {
|
} PROCESS(e) {
|
||||||
} HANDLE_DEFAULT(errctx) {
|
} HANDLE_DEFAULT(e) {
|
||||||
LOG_ERROR(errctx);
|
LOG_ERROR(e);
|
||||||
return SDL_APP_FAILURE;
|
return SDL_APP_FAILURE;
|
||||||
} FINISH_NORETURN(errctx);
|
} FINISH_NORETURN(e);
|
||||||
|
|
||||||
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
|
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
|
||||||
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
|
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;
|
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)
|
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||||
{
|
{
|
||||||
|
|||||||
24
src/audio.c
Normal file
24
src/audio.c
Normal 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
71
src/controllers.c
Normal 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
45
src/events.c
Normal 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
173
src/gamemodes.c
Normal file
@@ -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
18
src/init.c
Normal file
@@ -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
36
src/main.c
Normal file
@@ -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];
|
||||||
|
|
||||||
Reference in New Issue
Block a user