Game rebuilds against latest libsdl3game
This commit is contained in:
4
Makefile
4
Makefile
@@ -1,5 +1,5 @@
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SDLFLAGS_CC:=$(shell pkg-config sdl3 --cflags)
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SDLFLAGS_LD:=$(shell pkg-config sdl3 --libs) $(shell pkg-config sdl3-mixer --libs) $(shell pkg-config sdl3-image --libs) -lasound
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SDLFLAGS_CC:=$(shell pkg-config sdl3 --cflags) $(shell pkg-config sdl3-image --cflags) $(shell pkg-config sdl3game --clfags) $(shell pkg-config akerror --cflags)
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SDLFLAGS_LD:=$(shell pkg-config sdl3 --libs) $(shell pkg-config sdl3-mixer --libs) $(shell pkg-config sdl3-image --libs) $(shell pkg-config sdl3game --libs) $(shell pkg-config akerror --libs) -lasound
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CC:=$(shell which gcc)
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LD:=$(shell which ld)
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@@ -1,8 +1,8 @@
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{
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"name": "little guy",
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"movementspeed": 1,
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"velocity_x": 0.02,
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"velocity_y": 0.02,
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"movementspeed": 30,
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"velocity_x": 0.15,
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"velocity_y": 0.15,
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"sprite_mappings": [
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{
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"state": [
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@@ -7,7 +7,7 @@
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"name": "little guy walking down",
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"width": 48,
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"height": 48,
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"speed": 1000,
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"speed": 300,
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"loop": true,
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"loopReverse": true,
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"frames": [
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@@ -7,7 +7,7 @@
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"name": "little guy walking left",
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"width": 48,
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"height": 48,
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"speed": 1000,
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"speed": 300,
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"loop": true,
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"loopReverse": true,
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"frames": [
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@@ -7,7 +7,7 @@
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"name": "little guy walking right",
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"width": 48,
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"height": 48,
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"speed": 1000,
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"speed": 300,
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"loop": true,
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"loopReverse": true,
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"frames": [
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@@ -7,7 +7,7 @@
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"name": "little guy walking up",
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"width": 48,
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"height": 48,
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"speed": 1000,
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"speed": 300,
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"loop": true,
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"loopReverse": true,
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"frames": [
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@@ -5,7 +5,6 @@
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <sdlerror.h>
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#include <sdl3game/assets.h>
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#include <sdl3game/iterator.h>
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#include <sdl3game/tilemap.h>
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@@ -31,7 +30,7 @@ char *spritepaths[] = {
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char dirnamebuf[1024];
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ErrorContext ERROR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event)
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akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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SDL_Log("User breakpoint hit");
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@@ -45,7 +44,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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*appstate = (void *)&game.state;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, appstate, ERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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strcpy((char *)&game.name, "sdl3-gametest");
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strcpy((char *)&game.version, "0.0.1");
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@@ -67,7 +66,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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REGISTRY_CHARACTER,
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"little guy",
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, ERR_REGISTRY, "Can't load character 'little guy' from the registry");
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
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actorptr->movement_controls_face = false;
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
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actorptr->x = 320;
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@@ -134,8 +133,8 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, appstate, ERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, event, ERR_NULLPOINTER, "NULL event pointer");
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
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CATCH(errctx, controller_handle_event(appstate, event));
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if (event->type == SDL_EVENT_QUIT) {
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