townengine/apps/testgame/game.c

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2024-07-08 00:44:20 +00:00
#include "game.h"
#include "townengine/game_api.h"
2024-07-08 00:44:20 +00:00
#include "state.h"
#include "scenes/scene.h"
#include "scenes/title.h"
#include <stdio.h>
#include <malloc.h>
#include <stdint.h>
void game_tick(void) {
if (ctx.tick_count == 0) {
ctx.udata = ccalloc(1, sizeof (struct state));
struct state *state = ctx.udata;
state->ctx = &ctx;
state->scene = title_scene(state);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SDL_SCANCODE_HOME);
input_add_action(&ctx.input, "debug_toggle");
input_bind_action_scancode(&ctx.input, "debug_toggle", SDL_SCANCODE_BACKSPACE);
input_add_action(&ctx.input, "player_left");
input_bind_action_scancode(&ctx.input, "player_left", SDL_SCANCODE_LEFT);
input_add_action(&ctx.input, "player_right");
input_bind_action_scancode(&ctx.input, "player_right", SDL_SCANCODE_RIGHT);
input_add_action(&ctx.input, "player_jump");
input_bind_action_scancode(&ctx.input, "player_jump", SDL_SCANCODE_X);
input_add_action(&ctx.input, "ui_accept");
input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
}
struct state *state = ctx.udata;
if (input_is_action_just_pressed(&ctx.input, "debug_dump_atlases")) {
textures_dump_atlases(&ctx.texture_cache);
}
if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) {
ctx.debug = !ctx.debug;
}
state->scene->tick(state);
/* there's a scene switch pending, we can do it now that the tick is done */
if (state->next_scene != NULL) {
state->scene->end(state);
state->scene = state->next_scene;
state->is_scene_switching = false;
state->next_scene = NULL;
}
}
void game_end(void) {
struct state *state = ctx.udata;
state->scene->end(state);
free(state);
}