jtmm2/src/main.c

117 lines
1.9 KiB
C

#include "conf.h"
#include "editor.h"
#include "input.h"
#include "level.h"
#include "missile.h"
#include "player.h"
#include "time.h"
#include "util.h"
#include <gint/cpu.h>
#include <gint/display.h>
#include <gint/gint.h>
#include <gint/timer.h>
static struct Player player;
static int timer;
volatile int has_ticked;
int time = 0;
static void init(void);
static void deinit(void);
static void draw(void);
static void update(void);
static int timer_callback(volatile int *);
int
main(void)
{
int frameskip = 1;
init();
level_load(0);
for (;;) {
int i;
draw();
for (i = 0; i < frameskip; i++) {
if (has_ticked > frameskip) frameskip = has_ticked;
while (!has_ticked)
sleep();
while (has_ticked) {
time += has_ticked;
has_ticked = 0;
}
update();
if (input_pressed(K_EXIT) && ask_confirm("exit game"))
goto game_loop_end;
if (input_pressed(K_SKIP) && ask_confirm("skip level"))
level_next();
}
};
game_loop_end:
deinit();
return 0;
}
static void
init(void)
{
extern font_t font_dina;
dfont(&font_dina);
timer = timer_configure(TIMER_ANY, 1000000 / TARGET_FPS,
GINT_CALL(timer_callback, &has_ticked));
timer_start(timer);
input_init();
level_init(&player);
}
static void
deinit(void)
{
level_deinit();
missile_manager_free();
timer_stop(timer);
}
static void
update(void)
{
input_update();
missile_manager_update(vecf(player_middle(&player)));
player_update(&player);
/* enter editor */
if (input_pressed(K_EDITOR)) editor();
/* save replay */
if (input_pressed(K_SAVE_REPLAY)) {
gint_world_switch(GINT_CALL(input_dump_replay));
has_ticked = 0;
}
/* playback */
if (input_pressed(K_PLAYBACK))
gint_world_switch(GINT_CALL(input_load_replay));
}
static void
draw(void)
{
dclear(C_BLACK);
level_draw();
missile_manager_draw();
player_draw(&player);
level_draw_name();
time_draw();
dupdate();
}
static int
timer_callback(volatile int *arg)
{
*arg += 1;
return 0;
}