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@ -20,8 +20,6 @@ void game_tick(void) {
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state->scene = title_scene(state);
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}
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struct state *state = ctx.udata;
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input_add_action(&ctx.input, "debug_dump_atlases");
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input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SDL_SCANCODE_HOME);
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@ -59,7 +59,7 @@ static void ingame_tick(struct state *state) {
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m_set(rect, ((t_frect){ 256, 256, 48, 48 })),
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m_opt(color, ((t_color){ 255, 255, 255, 255 })),
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m_opt(stretch, false ),
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m_opt(texture_origin, ((t_fvec2){ ctx.tick_count % 48, ctx.tick_count % 48 })));
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m_opt(texture_origin, ((t_fvec2){ (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((t_frect){ 48, 64, 64, 64 })),
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@ -18,13 +18,13 @@ static void title_tick(struct state *state) {
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m_sprite("/assets/title.png", ((t_frect) {
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(RENDER_BASE_WIDTH / 2) - (320 / 2), 64, 320, 128 }));
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((float)RENDER_BASE_WIDTH / 2) - ((float)320 / 2), 64, 320, 128 }));
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%lld", state->ctx->tick_count) + 1;
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size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
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char *text_str = cmalloc(text_str_len);
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snprintf(text_str, text_str_len, "%lld", state->ctx->tick_count);
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snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
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const char *font = "fonts/kenney-pixel.ttf";
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int text_h = 32;
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