README
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29
README.md
29
README.md
@@ -51,7 +51,7 @@ Physics properties (gravity and drag along X, Y and Z) are optional and default
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## How do I update and render the game world in my main loop
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In your game loop (or in your `SDL_AppIterate` method), lock the game state, call the renderer to draw the world within the visible camera, and then unlock the game state
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In your game loop (or in your `SDL_AppIterate` method), lock the game state, call the game update function, and then unlock the game state
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```c
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PASS(e, akgl_game_state_lock());
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@@ -76,6 +76,33 @@ Load a character from a JSON file. Characters map sprites to actor states and de
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PASS(e, akgl_character_load_json(SOME_FILENAME))
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```
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You don't strictly have to load sprites and characters from json files, you can initialize them yourself, it's just tedious work. Here's an example of initializing a 32x32 sprite from a spritesheet that uses the first 4 frames in a looping animation.
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```c
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akgl_SpriteSheet *sheet;
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akgl_Sprite *sprite;
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akgl_Character *character;
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PASS(e, akgl_heap_next_spritesheet(&sheet);
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PASS(e, akgl_spritesheet_initialize(sheet, 32, 32, IMAGE_FILENAME));
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PASS(e, akgl_heap_next_sprite(&sprite));
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PASS(e, akgl_sprite_initialize(sprite, SPRITE_NAME, &sheet);
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sprite->frames = 4;
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sprite->frameids = [0, 1, 2, 3];
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sprite->width = 32;
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sprite->height = 32;
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sprite->speed = 1000;
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sprite->loop = true;
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strncpy((char *)&sprite->name, "SPRITE NAME", AKGL_SPRITE_MAX_NAME_LENGTH);
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PASS(e, akgl_heap_next_character(&character));
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PASS(e, akgl_character_initialize(&character, "CHAR NAME"));
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PASS(e, akgl_character_sprite_add(&character, &sprite, STATE_MASK));
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// Set the character acceleration and scale if desired
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character->ax = 64.0;
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character->ay = 64.0;
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character->sx = 2.0;
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character->sy = 2.0;
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```
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Initialize an actor. Actors are named ("player", "Quest NPC", whatever) and names must be unique.
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```c
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