5 Commits

13 changed files with 160 additions and 41 deletions

View File

@@ -1,8 +1,10 @@
{
"name": "little guy",
"movementspeed": 8,
"velocity_x": 1,
"velocity_y": 1,
"speedtime": 8,
"acceleration_x": 64.0,
"acceleration_y": 64.0,
"speed_x": 64.0,
"speed_y": 64.0,
"sprite_mappings": [
{
"state": [

View File

@@ -1,8 +1,10 @@
{
"name": "menupointer",
"movementspeed": 8,
"velocity_x": 0,
"velocity_y": 0,
"speedtime": 8,
"speed_x": 0,
"speed_y": 0,
"acceleration_x": 0,
"acceleration_y": 0,
"sprite_mappings": [
{
"state": [

View File

@@ -111,6 +111,22 @@
"nextlayerid":5,
"nextobjectid":18,
"orientation":"orthogonal",
"properties":[
{
"name":"physics.drag.y",
"type":"float",
"value":0
},
{
"name":"physics.gravity.y",
"type":"float",
"value":0
},
{
"name":"physics.model",
"type":"string",
"value":"arcade"
}],
"renderorder":"right-down",
"tiledversion":"1.8.2",
"tileheight":16,

View File

@@ -2,6 +2,8 @@
"properties": {
"some.key.with.a.value": "value",
"game.screenwidth": "640",
"game.screenheight": "480"
"game.screenheight": "480",
"physics.gravity.y": "1024.0",
"physics.drag.y": "1.0"
}
}

View File

@@ -33,14 +33,14 @@
{
"name":"state",
"type":"int",
"value":24
"value":17
}],
"rotation":0,
"type":"actor",
"visible":true,
"width":16,
"x":304.261511065887,
"y":258.471635716103
"x":294.721953701349,
"y":58.7769015517682
}],
"opacity":1,
"type":"objectgroup",
@@ -63,6 +63,22 @@
"nextlayerid":4,
"nextobjectid":2,
"orientation":"orthogonal",
"properties":[
{
"name":"physics.drag.y",
"type":"float",
"value":0.125
},
{
"name":"physics.gravity.y",
"type":"float",
"value":32
},
{
"name":"physics.model",
"type":"string",
"value":"arcade"
}],
"renderorder":"right-down",
"tiledversion":"1.8.2",
"tileheight":32,

View File

@@ -88,6 +88,22 @@
"nextlayerid":4,
"nextobjectid":3,
"orientation":"orthogonal",
"properties":[
{
"name":"physics.drag.y",
"type":"float",
"value":0
},
{
"name":"physics.gravity.y",
"type":"float",
"value":0
},
{
"name":"physics.model",
"type":"string",
"value":"arcade"
}],
"renderorder":"right-down",
"tiledversion":"1.8.2",
"tileheight":16,

2
deps/libakgl vendored

View File

@@ -53,7 +53,7 @@ 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_menupointer_logic_movement(akgl_Actor *obj, float32_t dt);
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);

View File

@@ -19,8 +19,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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_render_init2d(renderer));
CATCH(e, akgl_physics_init_arcade(physics));
CATCH(e, akgl_controller_list_keyboards());
CATCH(e, akgltest_load_assets());
@@ -31,7 +31,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(e, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
FAIL_ZERO_BREAK(e, actorptr->basechar, AKGL_ERR_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;

View File

@@ -1,6 +1,6 @@
#include <akgltest.h>
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -19,6 +19,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Acto
}
obj->y = 85 + (menuselection * 100);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
FAIL(e, AKGL_ERR_LOGICINTERRUPT, "NULL");
SUCCEED_RETURN(e);
}
@@ -32,7 +33,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_menupointer(void)
AKGL_REGISTRY_CHARACTER,
"menupointer",
NULL);
FAIL_ZERO_RETURN(e, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
FAIL_ZERO_RETURN(e, actorptr->basechar, AKGL_ERR_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);
@@ -55,7 +56,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_player(void)
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_RETURN(e, actorptr->basechar, AKERR_REGISTRY, "little guy character missing");
FAIL_ZERO_RETURN(e, actorptr->basechar, AKGL_ERR_REGISTRY, "little guy character missing");
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
@@ -69,7 +70,7 @@ 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);
FAIL_ZERO_RETURN(e, actor, AKGL_ERR_REGISTRY, "%s", actorname);
PASS(e, akgl_heap_release_actor(actor));
SUCCEED_RETURN(e);
}

View File

@@ -1,11 +1,13 @@
#include <akgltest.h>
#include <akgl/game.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_tilemap_release(gamemap));
physics = &_akgl_physics;
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_heap_init_actor());
PASS(e, akgltest_init_menupointer());
@@ -16,7 +18,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appsta
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)));
PASS(e, aksl_memset(gamemap, 0x00, sizeof(akgl_Tilemap)));
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
SUCCEED_RETURN(e);
}
@@ -29,6 +31,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *app
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_heap_init_actor());
PASS(e, akgltest_init_player());
//PASS(e, akgl_physics_init_arcade(physics));
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);
@@ -38,17 +41,21 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *app
if ( menuselection == 0 ) {
strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, gamemap));
} else if ( menuselection == 1 ) {
strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, gamemap));
} else if ( menuselection == 2 ) {
strcpy((char *)&dirnamebuf, "assets/sidescroller.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, gamemap));
} else if ( menuselection == 3 ) {
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
}
if ( gamemap->use_own_physics == true ) {
SDL_Log("Using game map physics engine");
physics = &gamemap->physics;
}
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
SUCCEED_RETURN(e);
}
@@ -62,10 +69,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
};
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, renderer.frame_start(&renderer))
CATCH(e, renderer->frame_start(renderer))
SDL_SetRenderDrawColor(renderer.sdl_renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer.sdl_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,
@@ -114,7 +121,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
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))
CATCH(e, renderer->frame_end(renderer))
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
@@ -140,7 +147,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
40,
120)
);
PASS(e, renderer.frame_end(&renderer));
PASS(e, renderer->frame_end(renderer));
SUCCEED_RETURN(e);
}
@@ -148,26 +155,83 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
{
int i = 0;
akgl_Iterator opflags;
char fpsText[32];
akgl_Actor *player;
TTF_Font *gamefont;
char screenText[128];
int count;
PREPARE_ERROR(e);
PASS(e, renderer.frame_start(&renderer));
PASS(e, renderer->frame_start(renderer));
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(e, player, AKERR_NULLPOINTER, "player not in registry");
gamefont = SDL_GetPointerProperty(AKGL_REGISTRY_FONT, "C64Pro", NULL);
FAIL_ZERO_RETURN(e, player, AKERR_NULLPOINTER, "font not in registry");
PASS(e, akgl_game_update(NULL));
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
memset((char *)&screenText, 0x00, 32);
snprintf((char *)&screenText, 127, "FPS : %d", game.fps);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
(char *)&fpsText,
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
450,
10)
);
PASS(e, renderer.frame_end(&renderer));
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "VX: %f", player->vx);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
10)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "VY: %f", player->vy);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
30)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "DY: %f", physics->drag_y);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
10,
60)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "PX: %f", player->x);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
220,
10)
);
memset((char *)&screenText, 0x00, 128);
snprintf((char *)&screenText, 127, "PY: %f", player->y);
PASS(e, akgl_text_rendertextat(
gamefont,
(char *)&screenText,
(SDL_Color){255, 255, 255, 255},
0,
220,
30)
);
PASS(e, renderer->frame_end(renderer));
SUCCEED_RETURN(e);
}