application separation
This commit is contained in:
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922e521867
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8
.gitignore
vendored
8
.gitignore
vendored
@ -1,3 +1,11 @@
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# ignore executables
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*
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!*.*
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!*/
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!Makefile
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**/*.exe
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.vs/
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.vscode/
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.idea/
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@ -7,14 +7,16 @@ list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# dependencies
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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find_package(SDL2_ttf REQUIRED)
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find_package(SDL2 REQUIRED GLOBAL)
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find_package(SDL2_image REQUIRED GLOBAL)
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find_package(SDL2_ttf REQUIRED GLOBAL)
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if (NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif ()
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set(TOWNENGINE_TARGET townengine CACHE INTERNAL "")
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set(TOWNENGINE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
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set(PHYSFS_BUILD_SHARED FALSE)
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set(PHYSFS_DISABLE_INSTALL TRUE)
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@ -49,26 +51,13 @@ set(TOWNENGINE_SOURCE_FILES
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${SYSTEM_SOURCE_FILES}
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)
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set(GAME_SOURCE_FILES
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src/game_api.h
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src/game/game.c src/game/game.h
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src/game/state.h
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src/game/player.c src/game/player.h
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src/game/world.c src/game/world.h
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src/game/scenes/scene.c src/game/scenes/scene.h
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src/game/scenes/title.c src/game/scenes/title.h
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src/game/scenes/ingame.c src/game/scenes/ingame.h
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)
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list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_DIR}/)
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# base engine code, reused for games and tools
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add_library(${PROJECT_NAME} ${TOWNENGINE_SOURCE_FILES})
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source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
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add_library(${TOWNENGINE_TARGET} ${TOWNENGINE_SOURCE_FILES})
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source_group(TREE ${TOWNENGINE_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
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set_target_properties(${PROJECT_NAME} PROPERTIES
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set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
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C_STANDARD 11
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C_STANDARD_REQUIRED ON
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C_EXTENSIONS ON) # extensions are required by stb_ds.h
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@ -161,18 +150,18 @@ endfunction()
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function(link_and_include_deps target)
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# header-only libraries should be marked as "system includes"
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# to suppress compiler warnings in their code (it's not my problem after all)
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target_include_directories(${target}
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SYSTEM
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PRIVATE
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set(THIRD_PARTY_INCLUDES
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third-party/physfs/src
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third-party/physfs/extras
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third-party/libxm/include
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third-party/glad/include
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third-party/stb
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)
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list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_DIR}/)
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target_include_directories(${target} SYSTEM PRIVATE ${THIRD_PARTY_INCLUDES})
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# allow access to headers from any point in source tree
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target_include_directories(${target} PRIVATE ./)
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target_include_directories(${target} PRIVATE ${TOWNENGINE_DIR})
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target_link_libraries(${target} PUBLIC
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SDL2::SDL2
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@ -197,7 +186,7 @@ function(use_townengine target)
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# third-party libraries
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target_link_libraries(${target} PUBLIC
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${PROJECT_NAME}
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${TOWNENGINE_TARGET}
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SDL2::SDL2
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SDL2::SDL2main
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SDL2_image::SDL2_image
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@ -214,11 +203,10 @@ function(use_townengine target)
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)
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endfunction()
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give_options(${PROJECT_NAME})
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link_and_include_deps(${PROJECT_NAME})
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give_options(${TOWNENGINE_TARGET})
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link_and_include_deps(${TOWNENGINE_TARGET})
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add_executable(game ${GAME_SOURCE_FILES})
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use_townengine(game)
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add_subdirectory(apps/testgame)
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# zip up assets
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# currently, you must run cmake from the project root dir for this to work correctly
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23
apps/template/CMakeLists.txt
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23
apps/template/CMakeLists.txt
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@ -0,0 +1,23 @@
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cmake_minimum_required(VERSION 3.21)
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project(template LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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# add root townengine cmake file
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if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_SOURCE_DIR})
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add_subdirectory(../../ ../../../.build)
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endif()
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set(SOURCE_FILES
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game.c game.h
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)
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add_executable(${PROJECT_NAME} ${SOURCE_FILES})
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use_townengine(${PROJECT_NAME})
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set_target_properties(${PROJECT_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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)
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3
apps/template/build.sh
Executable file
3
apps/template/build.sh
Executable file
@ -0,0 +1,3 @@
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#!/bin/env sh
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cmake -B .build "$@" && cmake --build .build
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26
apps/template/game.c
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26
apps/template/game.c
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#include "townengine/game_api.h"
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#include "game.h"
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#include "state.h"
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#include <malloc.h>
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void game_tick(void) {
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/* do your initialization on first tick */
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if (ctx.tick_count == 0) {
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/* application data could be stored in ctx.udata and retrieved anywhere */
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ctx.udata = ccalloc(1, sizeof (struct state));
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}
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/* a lot of data is accessible from `ctx`, look into `townengine/context.h` for more */
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struct state *state = ctx.udata;
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++state->counter;
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}
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void game_end(void) {
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/* do your deinitialization here */
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struct state *state = ctx.udata;
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free(state);
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}
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13
apps/template/game.h
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13
apps/template/game.h
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#ifndef GAME_H
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#define GAME_H
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#include "townengine/game_api.h"
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#include <stdint.h>
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void game_tick(void);
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void game_end(void);
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#endif
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12
apps/template/state.h
Normal file
12
apps/template/state.h
Normal file
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#ifndef STATE_H
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#define STATE_H
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#include "townengine/game_api.h"
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/* populate it with state information */
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struct state {
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uint64_t counter;
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};
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#endif
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31
apps/testgame/CMakeLists.txt
Normal file
31
apps/testgame/CMakeLists.txt
Normal file
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cmake_minimum_required(VERSION 3.21)
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project(testgame LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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# add root townengine cmake file
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if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_SOURCE_DIR})
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add_subdirectory(../../ ../../../.build)
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endif()
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set(SOURCE_FILES
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game.c game.h
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state.h
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player.c player.h
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world.c world.h
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scenes/scene.c scenes/scene.h
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scenes/title.c scenes/title.h
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scenes/ingame.c scenes/ingame.h
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)
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add_executable(${PROJECT_NAME} ${SOURCE_FILES})
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use_townengine(${PROJECT_NAME})
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set_target_properties(${PROJECT_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
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)
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3
apps/testgame/build.sh
Executable file
3
apps/testgame/build.sh
Executable file
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#!/bin/env sh
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cmake -B .build "$@" && cmake --build .build
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@ -11,12 +11,14 @@ static void ingame_tick(struct state *state) {
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world_drawdef(scn->world);
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player_calc(scn->player);
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static t_camera cam = { .pos = { 0 }, .target = { 0, 0, -1 }, .up = { 0, -1, 0 } };
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static t_camera cam = { .pos = { 0 }, .target = { 0, 0, -1 }, .up = { 0, -1, 0 }, .fov = (float)M_PI_2 };
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if (input_is_action_pressed(&ctx.input, "player_left"))
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cam.pos.x -= 0.01f;
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if (input_is_action_pressed(&ctx.input, "player_right"))
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cam.pos.x += 0.01f;
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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cam.pos.z -= 0.01f;
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push_camera(&cam);
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#include "input.h"
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#include "util.h"
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#include "textures.h"
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#include "game/game.h"
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#include "private/audio.h"
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#include <SDL2/SDL.h>
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#include <limits.h>
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/* application provided */
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extern void game_tick(void);
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extern void game_end(void);
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static void poll_events(void) {
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SDL_Event e;
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