Adoranda/src/main.c

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C
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#include <gint/display.h>
#include <gint/keyboard.h>
#include "game.h"
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#include "map.h"
#include "engine.h"
#include "player.h"
#include "animation.h"
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#include "character.h"
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#include <gint/timer.h>
#include <gint/clock.h>
extern struct map map_1;
struct map *maps[] = {
&map_1,
};
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extern struct character character_Tituya;
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extern struct character character_Lephenixnoir;
extern struct character character_Tituya2;
extern struct character character_KikooDX;
extern struct character character_Massena;
extern struct character character_PancarteVille;
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struct character character_default = {
.x = 0,
.y = 0,
.name = "default name",
.dialog = "default dialog"
};
struct character *characters[] = {
&character_Tituya,
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&character_Lephenixnoir,
&character_Massena,
&character_Tituya2,
&character_KikooDX,
&character_PancarteVille,
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&character_default,
};
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static int callback_tick(volatile int *tick) {
*tick = 1;
return TIMER_CONTINUE;
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}
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int main(void) {
struct player player = {
.x = 32,
.y = 30,
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.show_x = 12,
.show_y = 7,
.direction = DIR_DOWN,
.anim.function = anim_player_idle,
.anim.dir = DIR_DOWN
};
player.idle = !anim_player_idle(&player.anim, 1);
struct game game = {
.map = maps[0],
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.player = &player,
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.characters = characters,
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.background = C_WHITE
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};
static volatile int tick = 1;
int t = timer_configure(TIMER_ANY, ENGINE_TICK*1000,
GINT_CALL(callback_tick, &tick));
if(t >= 0) timer_start(t);
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while(!keydown(KEY_MENU)) {
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while(!tick) sleep();
tick = 0;
engine_draw(&game);
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dprint(1,20,C_BLACK, "%d", player_facing(&game));
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dupdate();
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int action = get_inputs();
if(action >= 0 && action <= 3)
engine_move(&game, action);
else if(action >= 4) {
engine_action(&game, action);
}
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engine_tick(&game, ENGINE_TICK);
}
if(t >= 0) timer_stop(t);
return 0;
}