diff --git a/Airport.vcxproj b/Airport.vcxproj index 9dbfdac..d0a5119 100644 --- a/Airport.vcxproj +++ b/Airport.vcxproj @@ -28,6 +28,7 @@ + @@ -125,10 +126,10 @@ SDL2main.lib;SDL2.lib;SDL2_image.lib;Toy.lib;Box.lib;%(AdditionalDependencies) - $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories) + $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories) - $(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories) + $(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories) stdc17 @@ -143,10 +144,10 @@ stdc17 - $(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories) + $(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;$(SolutionDir)box;%(AdditionalIncludeDirectories) - $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories) + $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration);%(AdditionalLibraryDirectories) SDL2main.lib;SDL2.lib;SDL2_image.lib;Toy.lib;Box.lib;%(AdditionalDependencies) diff --git a/Box.vcxproj b/Box.vcxproj index ecd740c..5d353f9 100644 --- a/Box.vcxproj +++ b/Box.vcxproj @@ -110,11 +110,11 @@ stdc17 BOX_EXPORT;LIB_RUNNER_EXPORT;%(PreprocessorDefinitions) - $(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories) + $(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories) - $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2_image.lib;Toy.lib;%(AdditionalDependencies) + $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2_image.lib;SDL2_ttf.lib;Toy.lib;%(AdditionalDependencies) xcopy "$(SolutionDir)Toy\repl\lib*.*" "$(SolutionDir)box" /Y /I /E @@ -125,11 +125,11 @@ xcopy "$(SolutionDir)Toy\repl\repl_tools.*" "$(SolutionDir)box" /Y /I /E stdc17 BOX_EXPORT;LIB_RUNNER_EXPORT;%(PreprocessorDefinitions) - $(SDL2Dir)\include;$(SDL2ImageDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories) + $(SDL2Dir)\include;$(SDL2ImageDir)\include;$(SDL2TTFDir)\include;%(SolutionDir)Toy\source;%(AdditionalIncludeDirectories) - $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories) - SDL2.lib;SDL2_image.lib;Toy.lib;%(AdditionalDependencies) + $(SDL2Dir)\lib\x64;$(SDL2ImageDir)\lib\x64;$(SDL2TTFDir)\lib\x64;$(SolutionDir)out\$(Configuration)\;%(AdditionalLibraryDirectories) + SDL2.lib;SDL2_image.lib;SDL2_ttf.lib;Toy.lib;%(AdditionalDependencies) xcopy "$(SolutionDir)Toy\repl\lib*.*" "$(SolutionDir)box" /Y /I /E diff --git a/README.md b/README.md index 091709b..b38ba00 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,9 @@ The best way to build a game engine, is to build a game first. -This game utilizes the [Toy programming langauge](https://toylang.com). +This project has now been adapted into a roguelike for the 7 day roguelike jam. + +This game/engine utilizes the [Toy programming langauge](https://toylang.com). ## Cloning @@ -10,13 +12,25 @@ Either clone recursively, or run `git submodule update --init` after cloning. ## Building -Simply run `make` in the root directory. +We're now using Visual Studio - define the following environment variables to point to the root of each SDL2 lib: + +* `SDL2Dir` +* `SDL2ImageDir` +* `SDL2TTFDir` ## Running -Make sure the program can see the `assets` folder (symbolic links can help). +Make sure the program can see the `assets` folder (symbolic links can help), and all of the required DLLs are present. ## Dependencies * SDL2 * SDL2_image +* SDL2_ttf + +## Credits + +* Art - Evan Hartshorn +* Coding - Kayne Ruse +* Font - Ancient God (Koczman Bálint) + diff --git a/Toy b/Toy index 76ddd57..f869c94 160000 --- a/Toy +++ b/Toy @@ -1 +1 @@ -Subproject commit 76ddd5703e73cc7435595f7b38c8d8a1c63a80d0 +Subproject commit f869c9425a9070e243d975f4fe7748662ce27f6b diff --git a/assets/fonts/Ancient God.ttf b/assets/fonts/Ancient God.ttf new file mode 100644 index 0000000..41467b4 Binary files /dev/null and b/assets/fonts/Ancient God.ttf differ diff --git a/assets/scripts/gameplay/drone.toy b/assets/scripts/gameplay/drone.toy new file mode 100644 index 0000000..7d8dfd7 --- /dev/null +++ b/assets/scripts/gameplay/drone.toy @@ -0,0 +1,186 @@ +import standard; +import node; + +//constants +var SPEED: int const = 4; + +var SPRITE_WIDTH: int const = 64; +var SPRITE_HEIGHT: int const = 64; + +var TILE_WIDTH: int const = 32; +var TILE_HEIGHT: int const = 32; + + +//variables +var parent: opaque = null; //cache the parent for quick access + +var gridX: int = 1; //position on the game grid +var gridY: int = 1; + +var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH +var realY: int = 0; + +var motionX: int = 0; //normalized movement direction +var motionY: int = 0; + +var direction: int = null; //BUGFIX: animation not looping properly + +var stepAI: int = 0; + +//polyfills - animating different cycles on one image +var stepCount: int = 0; + +fn faceDown(node: opaque) { + if (direction == 0) return; + direction = 0; + node.setNodeRect(0, 0, 32, 32); + node.setNodeFrames(2); +} + +fn faceUp(node: opaque) { + if (direction == 1) return; + direction = 1; + node.setNodeRect(32 * 2, 0, 32, 32); + node.setNodeFrames(2); +} + +fn faceRight(node: opaque) { + if (direction == 2) return; + direction = 2; + node.setNodeRect(32 * 4, 0, 32, 32); + node.setNodeFrames(2); +} + +fn faceLeft(node: opaque) { + if (direction == 3) return; + direction = 3; + node.setNodeRect(32 * 6, 0, 32, 32); + node.setNodeFrames(2); +} + + +//accessors & mutators +fn setGridPos(node: opaque, x: int, y: int) { + gridX = x; + gridY = y; + + if (realX == null) { + realX = gridX * TILE_WIDTH; + } + + if (realY == null) { + realY = gridY * TILE_HEIGHT; + } +} + +fn setRealPos(node: opaque, x: int, y: int) { + realX = x; + realY = y; +} + +fn getGridPos(node: opaque) { + return [gridX, gridY]; +} + +fn getRealPos(node: opaque) { + return [realX, realY]; +} + + +//lifecycle functions +fn onLoad(node: opaque) { + node.loadTexture("sprites:/drone.png"); + node.faceDown(); +} + +fn onInit(node: opaque) { + parent = node.getParentNode(); +} + +fn onStep(node: opaque) { + if (++stepCount >= 5) { + node.incrementCurrentNodeFrame(); + stepCount = 0; + } + + //calc movement + var distX = gridX * TILE_WIDTH - realX; + var distY = gridY * TILE_HEIGHT - realY; + + motionX = normalize(distX); + motionY = normalize(distY); + + //make movement + realX += abs(distX) > SPEED ? SPEED * motionX : distX; + realY += abs(distY) > SPEED ? SPEED * motionY : distY; +} + +fn onFree(node: opaque) { + node.freeTexture(); +} + +fn customOnDraw(node: opaque) { + var px = 0; + var py = 0; + + if (parent != null) { + px = parent.callNodeFn("getX"); + py = parent.callNodeFn("getY"); + + px = px != null ? px : 0; + py = py != null ? py : 0; + } + + node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT); +} + + +//gameplay functions +fn runAI(node: opaque, rng: opaque) { + if ((stepAI++) >= 1) { //TODO: Toy bug here, something to do with precedence of postfix++? + stepAI = 0; + + import random; + + var dir = rng.generateRandomNumber() % 4; + var moveX = 0; + var moveY = 0; + + if (dir == 0) { + moveY += 1; + node.faceDown(); + } + + if (dir == 1) { + moveY -= 1; + node.faceUp(); + } + + if (dir == 2) { + moveX += 1; + node.faceRight(); + } + + if (dir == 3) { + moveX -= 1; + node.faceLeft(); + } + + if (parent.callNodeFn("getCollisionAt", gridX + moveX, gridY + moveY)) { + gridX += moveX; + gridY += moveY; + } + } +} + + +//polyfills - move these to standard +fn normalize(x): int { + if (x > 0) { + return 1; + } + if (x < 0) { + return -1; + } + return 0; +} \ No newline at end of file diff --git a/assets/scripts/gameplay/lejana.toy b/assets/scripts/gameplay/lejana.toy index 56887e7..0c6d387 100644 --- a/assets/scripts/gameplay/lejana.toy +++ b/assets/scripts/gameplay/lejana.toy @@ -2,11 +2,14 @@ import standard; import node; //constants -var SPEED: int const = 3; +var SPEED: int const = 4; var SPRITE_WIDTH: int const = 64; var SPRITE_HEIGHT: int const = 64; +var TILE_WIDTH: int const = 32; +var TILE_HEIGHT: int const = 32; + //variables var parent: opaque = null; //cache the parent for quick access @@ -14,8 +17,8 @@ var parent: opaque = null; //cache the parent for quick access var gridX: int = 1; //position on the game grid var gridY: int = 1; -var realX: int = 0; //will change until realX = gridX * SPRITE_WIDTH -var realY: int = 0; +var realX: int = null; //will change until realX = gridX * SPRITE_WIDTH +var realY: int = null; var motionX: int = 0; //normalized movement direction var motionY: int = 0; @@ -23,39 +26,67 @@ var motionY: int = 0; var inputX: int = 0; //cache the keyboard input var inputY: int = 0; +var direction: int = null; //BUGFIX: animation not looping properly +var enableMovementCounter: int = 30 * 3; //BUGFIX: freeze while drones reach their starting spot + //polyfills - animating different cycles on one image var stepCount: int = 0; fn faceDown(node: opaque) { + if (direction == 0) return; + direction = 0; node.setNodeRect(0, 0, 32, 32); node.setNodeFrames(4); } fn faceUp(node: opaque) { + if (direction == 1) return; + direction = 1; node.setNodeRect(32 * 4, 0, 32, 32); node.setNodeFrames(4); } -fn faceLeft(node: opaque) { - node.setNodeRect(32 * 12, 0, 32, 32); - node.setNodeFrames(4); -} - fn faceRight(node: opaque) { + if (direction == 2) return; + direction = 2; node.setNodeRect(32 * 8, 0, 32, 32); node.setNodeFrames(4); } -//polyfills - move these to standard -fn normalize(x): int { - if (x > 0) { - return 1; +fn faceLeft(node: opaque) { + if (direction == 3) return; + direction = 3; + node.setNodeRect(32 * 12, 0, 32, 32); + node.setNodeFrames(4); +} + + +//accessors & mutators +fn setGridPos(node: opaque, x: int, y: int) { + gridX = x; + gridY = y; + + if (realX == null) { + realX = gridX * TILE_WIDTH; } - if (x < 0) { - return -1; + + if (realY == null) { + realY = gridY * TILE_HEIGHT; } - return 0; +} + +fn setRealPos(node: opaque, x: int, y: int) { + realX = x; + realY = y; +} + +fn getGridPos(node: opaque) { + return [gridX, gridY]; +} + +fn getRealPos(node: opaque) { + return [realX, realY]; } @@ -70,14 +101,20 @@ fn onInit(node: opaque) { } fn onStep(node: opaque) { + //initial freeze + if (enableMovementCounter > 0) { + enableMovementCounter--; + return; + } + //process input when aligned to a grid - if (realX / SPRITE_WIDTH == gridX && realY / SPRITE_HEIGHT == gridY && motionX == 0 && motionY == 0) { + if (realX / TILE_WIDTH == gridX && realY / TILE_HEIGHT == gridY && motionX == 0 && motionY == 0) { //disallow wall phasing - if (parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) { + if (inputX != 0 && parent.callNodeFn("getCollisionAt", gridX + inputX, gridY) != true) { inputX = 0; } - if (parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) { + if (inputY != 0 && parent.callNodeFn("getCollisionAt", gridX, gridY + inputY) != true) { inputY = 0; } @@ -105,22 +142,27 @@ fn onStep(node: opaque) { if (inputX < 0) { node.faceLeft(); } + + //trigger the world + if (inputX != 0 || inputY != 0) { + parent.callNodeFn("runAI"); + } } //animation - if (motionX == 0 && motionY == 0) { + if (motionX == 0 && motionY == 0 && inputX == 0 && inputY == 0) { stepCount = 0; node.setCurrentNodeFrame(0); } - if (++stepCount >= 10) { + if (++stepCount >= 5) { node.incrementCurrentNodeFrame(); stepCount = 0; } //calc movement - var distX = gridX * SPRITE_WIDTH - realX; - var distY = gridY * SPRITE_HEIGHT - realY; + var distX = gridX * TILE_WIDTH - realX; + var distY = gridY * TILE_HEIGHT - realY; motionX = normalize(distX); motionY = normalize(distY); @@ -134,7 +176,7 @@ fn onFree(node: opaque) { node.freeTexture(); } -fn onDraw(node: opaque) { +fn customOnDraw(node: opaque) { var px = 0; var py = 0; @@ -146,9 +188,10 @@ fn onDraw(node: opaque) { py = py != null ? py : 0; } - node.drawNode(realX + px, realY + py, SPRITE_WIDTH, SPRITE_HEIGHT); + node.drawNode(realX + px - SPRITE_WIDTH / 4, realY + py - SPRITE_HEIGHT / 2, SPRITE_WIDTH, SPRITE_HEIGHT); } + //event functions fn onKeyDown(node: opaque, event: string) { if (event == "character_up") { @@ -192,4 +235,16 @@ fn onKeyUp(node: opaque, event: string) { inputX = 0; return; } +} + + +//polyfills - move these to standard +fn normalize(x): int { + if (x > 0) { + return 1; + } + if (x < 0) { + return -1; + } + return 0; } \ No newline at end of file diff --git a/assets/scripts/gameplay/scene.toy b/assets/scripts/gameplay/scene.toy index 6a9b7a5..92184d7 100644 --- a/assets/scripts/gameplay/scene.toy +++ b/assets/scripts/gameplay/scene.toy @@ -1,11 +1,25 @@ import standard; import node; +//consts +var TILE_WIDTH: int const = 32; +var TILE_HEIGHT: int const = 32; + + var tilemap: opaque = null; var player: opaque = null; +var enemies: [opaque] = []; + +var entities: [opaque] = null; //full list of entities var collisionMap: [[bool]] = null; //cache this, since it won't change during a level +var rng: opaque = null; + +//debugging tools +var stepCounter: int = 0; +var drawCounter: int = 0; + //lifecycle functions fn onLoad(node: opaque) { tilemap = node.loadChild("scripts:/gameplay/tilemap.toy"); @@ -13,8 +27,27 @@ fn onLoad(node: opaque) { } fn onInit(node: opaque) { - tilemap.callNodeFn("generateFromSeed", clock().hash(), 8, 8); - collisionMap = tilemap.callNodeFn("getCollisionMap"); + node.generateLevel(clock().hash(), 16, 16); +} + +fn onStep(node: opaque) { + if (++stepCounter >= 30) { + print "FPS: " + string drawCounter + " / 30"; + stepCounter = 0; + drawCounter = 0; + } + + entities = entities.sort(depthComparator); +} + +fn onDraw(node: opaque) { + drawCounter++; + + //call each child's custom sort fn + tilemap.callNodeFn("customOnDraw"); + for (var i = 0; i < entities.length(); i++) { + entities[i].callNodeFn("customOnDraw"); + } } //utils - polyfills @@ -24,11 +57,78 @@ fn loadChild(parent: opaque, fname: string) { return child; } -//connective functions +//gameplay functions +fn generateLevel(node: opaque, seed: int, width: int, height: int) { + //reset the array + enemies = []; + entities = [player]; //assume the player exists already + + import random; + + if (rng != null) rng.freeRandomGenerator(); + rng = createRandomGenerator(seed); + + //place player + player.callNodeFn("setGridPos", 1, 1); + + //generate map + tilemap.callNodeFn("generateFromRng", rng, 16, 16); + collisionMap = tilemap.callNodeFn("getCollisionMap"); + + //generate drones + var droneCount: int const = rng.generateRandomNumber() % 2 + 2; + for (var i = 0; i < droneCount; i++) { + var d = node.loadChild("scripts:/gameplay/drone.toy"); + d.initNode(); + + enemies.push(d); + entities.push(d); + + var x = 0; + var y = 0; + + //while generated spot is a collision, or too close to the player + while ((x == 0 && y == 0) || node.getCollisionAt(x, y) == false || (x < (width / 2) && y < (height / 2))) { //TODO: toy bug - no short-circuiting? + x = rng.generateRandomNumber() % width; + y = rng.generateRandomNumber() % height; + } + + d.callNodeFn("setGridPos", x, y); + d.callNodeFn("setRealPos", (width -1) * TILE_WIDTH, (height - 1) * TILE_HEIGHT); + } +} + fn getCollisionAt(node: opaque, x: int, y: int) { - if (collisionMap == null) { + if (collisionMap == null || x == null || y == null) { return false; } + //entities + var pos = player.callNodeFn("getGridPos"); + if (x == pos[0] && y == pos[1]) { + return false; + } + + for (var i = 0; i < enemies.length(); i++) { + var pos = enemies[i].callNodeFn("getGridPos"); + if (x == pos[0] && y == pos[1]) { + return false; + } + } + + //default return collisionMap[x][y]; } + +fn runAI(node: opaque) { + for (var i = 0; i < enemies.length(); i++) { + enemies[i].callNodeFn("runAI", rng); + } +} + +fn depthComparator(lhs: opaque, rhs: opaque) { //for sorting by depth + var lhsPos = lhs.callNodeFn("getRealPos"); + var rhsPos = rhs.callNodeFn("getRealPos"); + + return lhsPos[1] < rhsPos[1]; +} \ No newline at end of file diff --git a/assets/scripts/gameplay/tilemap.toy b/assets/scripts/gameplay/tilemap.toy index e41ab50..e143283 100644 --- a/assets/scripts/gameplay/tilemap.toy +++ b/assets/scripts/gameplay/tilemap.toy @@ -2,11 +2,13 @@ import standard; import node; //consts -var TILE_WIDTH: int const = 64; -var TILE_HEIGHT: int const = 64; +var TILE_WIDTH: int const = 32; +var TILE_HEIGHT: int const = 32; //map between the identity and position on the sprite sheet -var tilemap: [[string]] = null; +var rawmap: [[string]] = null; + +var tilemap: [[[int]]] = null; var collisions: [[bool]] = null; var tileset: [string : [int]] = [ @@ -46,7 +48,7 @@ fn onLoad(node: opaque) { node.loadTexture("sprites:/tileset.png"); } -fn onDraw(node: opaque) { +fn customOnDraw(node: opaque) { if (tilemap == null) { return; } @@ -77,7 +79,7 @@ fn onDraw(node: opaque) { //draw the tilemap for (var j = lowerY; j < upperY; j++) { for (var i = lowerX; i < upperX; i++) { - var pos = tileset[tilemap[i][j]]; + var pos = tileset[ rawmap[i][j] ]; node.setNodeRect(pos[0] * 16, pos[1] * 16, 16, 16); node.drawNode(i * TILE_WIDTH, j * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); @@ -87,17 +89,18 @@ fn onDraw(node: opaque) { //utils functions for map generation -fn generateFromSeed(node: opaque, seed: int, width: int, height: int) { - tilemap = generateTilemap(seed, width, height); - collisions = bakeCollisionMap(tilemap, width, height); +fn generateFromRng(node: opaque, rng: opaque, width: int, height: int) { + rawmap = generateRawTilemap(rng, width, height); + + tilemap = bakeTilemap(rawmap, width, height); + collisions = bakeCollisionMap(rawmap, width, height); print tilemap; print collisions; } -fn generateTilemap(seed: int, width: int, height: int) { +fn generateRawTilemap(rng: opaque, width: int, height: int) { import random; - var rng: opaque = createRandomGenerator(seed); //generate an empty grid var result: [[string]] = []; @@ -165,6 +168,30 @@ fn bakeCollisionMap(tilemap: [[string]], width: int, height: int) { return result; } +fn bakeTilemap(tilemap: [[string]], width: int, height: int) { + //generate an empty grid + var result: [[[int]]] = []; + var row: [[int]] = []; + for (var j: int = 0; j < height; j++) { + row.push([0,0]); + } + + for (var i: int = 0; i < width; i++) { + result.push(row); + } + + //extract the collision map + for (var j: int = 0; j < height; j++) { + for (var i: int = 0; i < width; i++) { + //almost - you still need one pair of parentheses + result[i][j][0] = (tileset[ tilemap[i][j] ][0]); + result[i][j][1] = (tileset[ tilemap[i][j] ][1]); + } + } + + return result; +} + fn getCollisionMap(node: opaque) { return collisions; } \ No newline at end of file diff --git a/assets/scripts/init.toy b/assets/scripts/init.toy index 6204726..cf15d34 100644 --- a/assets/scripts/init.toy +++ b/assets/scripts/init.toy @@ -27,8 +27,11 @@ mapInputEventToKeyUp("character_right", "right"); //event, keysym + //TODO: escape to kill the game + + //this function must always be called, or the engine won't run - initWindow("Skyland", 1080, 720, false); + initWindow("Skyland", 32*16, 32*16, false); //TODO: custom FPS setting //kick off the logic of the scene graph loadRootNode("scripts:/gameplay/scene.toy"); diff --git a/assets/sprites/drone.png b/assets/sprites/drone.png new file mode 100644 index 0000000..b079618 Binary files /dev/null and b/assets/sprites/drone.png differ diff --git a/box/box_common.h b/box/box_common.h index 39a1e9e..363c004 100644 --- a/box/box_common.h +++ b/box/box_common.h @@ -14,6 +14,7 @@ #include #include +#include #include #define BOX_API extern @@ -22,6 +23,7 @@ #include #include +#include #include #include diff --git a/box/box_engine.c b/box/box_engine.c index 55d0a84..d12a200 100644 --- a/box/box_engine.c +++ b/box/box_engine.c @@ -51,6 +51,11 @@ void Box_initEngine() { fatalError("Failed to initialize SDL2_image"); } + //init SDL_ttf + if (TTF_Init() == -1) { + fatalError("Failed to initialize SDL2_ttf"); + } + //init events Toy_initLiteralDictionary(&engine.symKeyDownEvents); Toy_initLiteralDictionary(&engine.symKeyUpEvents); @@ -412,7 +417,7 @@ void Box_execEngine() { //set up time engine.realTime = clock(); engine.simTime = engine.realTime; - clock_t delta = (double) CLOCKS_PER_SEC / 60.0; + clock_t delta = (double) CLOCKS_PER_SEC / 30.0; while (engine.running) { execLoadRootNode(); @@ -432,8 +437,8 @@ void Box_execEngine() { } //render the world - SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later - SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later + //SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later + //SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onDraw", NULL); diff --git a/source/main.c b/source/main.c index b4c4b2c..cbd7f7b 100644 --- a/source/main.c +++ b/source/main.c @@ -42,6 +42,19 @@ int main(int argc, char* argv[]) { Toy_freeLiteral(pathLiteral); } + { + //create a pair of literals, the first for the drive name, the second for the path + Toy_Literal driveLiteral = TOY_TO_STRING_LITERAL(Toy_createRefString("fonts")); + Toy_Literal pathLiteral = TOY_TO_STRING_LITERAL(Toy_createRefString("assets/fonts")); + + //set these within the drive dictionary + Toy_setLiteralDictionary(Toy_getDriveDictionary(), driveLiteral, pathLiteral); + + //these literals are no longer needed + Toy_freeLiteral(driveLiteral); + Toy_freeLiteral(pathLiteral); + } + //run the rest of your program Box_initEngine(); Box_execEngine();