Renamed code 'Monster' -> 'Actor'

This commit is contained in:
2026-05-08 11:55:36 +10:00
parent 641145c5b4
commit 07c7b1b443
4 changed files with 115 additions and 140 deletions
+91 -86
View File
@@ -12,41 +12,43 @@
#include <string.h>
//sprites loaded from disk
typedef struct MonsterSprite {
typedef struct SpriteData {
Texture2D texture;
Rectangle rect;
} MonsterSprite;
//TODO: animation
} SpriteData;
//Monsters loaded from scripts
typedef struct MonsterData {
MonsterSprite* sprite;
//Actors loaded from scripts
typedef struct ActorData {
SpriteData* sprite;
Vector2 position;
//TODO: animation
int health;
} MonsterData;
} ActorData;
//static storage
static Toy_Table* spriteTable = NULL;
static Toy_Array* monsterArray = NULL;
static Toy_Function* monsterStep = NULL;
static Toy_Array* actorArray = NULL;
static Toy_Function* actorStep = NULL;
//callbacks
static void loadMonsterSprite(Toy_VM* vm) {
static void loadSprite(Toy_VM* vm) {
//key, file, width, height -> null
if (!IsWindowReady()) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't load monster sprites before the window has been initialized" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't load actor sprites before the window has been initialized" TOY_CC_RESET "\n");
return;
}
//check for initialization
if (spriteTable == NULL || monsterArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for monster system hasn't been initialized" TOY_CC_RESET "\n");
if (spriteTable == NULL || actorArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
return;
}
//check parameter count
if (vm->stack->count < 4) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Not enough parameters found in 'loadMonsterSprite'" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Not enough parameters found in 'loadSprite'" TOY_CC_RESET "\n");
return;
}
@@ -57,13 +59,13 @@ static void loadMonsterSprite(Toy_VM* vm) {
//check types
if (!TOY_VALUE_IS_STRING(file) || !TOY_VALUE_IS_INTEGER(width) || !TOY_VALUE_IS_INTEGER(height)) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameter types found in 'loadMonsterSprite'" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameter types found in 'loadSprite'" TOY_CC_RESET "\n");
return;
}
//check for overwriting the key
if ( TOY_VALUE_IS_NULL(Toy_lookupTable(&spriteTable, key)) != true ) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't overwrite existing monster sprite key" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't overwrite existing actor sprite key" TOY_CC_RESET "\n");
Toy_freeValue(key);
Toy_freeValue(file);
Toy_freeValue(width);
@@ -72,7 +74,7 @@ static void loadMonsterSprite(Toy_VM* vm) {
}
//create the sprite stored in the bucket
MonsterSprite* sprite = (MonsterSprite*)Toy_partitionBucket(&(vm->memoryBucket), sizeof(MonsterSprite));
SpriteData* sprite = (SpriteData*)Toy_partitionBucket(&(vm->memoryBucket), sizeof(SpriteData));
sprite->rect = (Rectangle){ 0, 0, TOY_VALUE_AS_INTEGER(width), TOY_VALUE_AS_INTEGER(height) };
//load the texture from a file
@@ -90,18 +92,18 @@ static void loadMonsterSprite(Toy_VM* vm) {
Toy_insertTable(&spriteTable, key, TOY_OPAQUE_FROM_POINTER(sprite));
}
static void spawnMonsterAt(Toy_VM* vm) {
static void spawnActorAt(Toy_VM* vm) {
//sprite, x, y -> void
//check for initialization
if (spriteTable == NULL || monsterArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for monster system hasn't been initialized" TOY_CC_RESET "\n");
if (spriteTable == NULL || actorArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
return;
}
//check parameter count
if (vm->stack->count < 3) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Not enough parameters found in 'spawnMonsterAt'" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Not enough parameters found in 'spawnActorAt'" TOY_CC_RESET "\n");
return;
}
@@ -111,7 +113,7 @@ static void spawnMonsterAt(Toy_VM* vm) {
//check types
if (!TOY_VALUE_IS_INTEGER(xpos) || !TOY_VALUE_IS_INTEGER(ypos)) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameter types found in 'spawnMonsterAt'" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameter types found in 'spawnActorAt'" TOY_CC_RESET "\n");
Toy_freeValue(key);
Toy_freeValue(xpos);
Toy_freeValue(ypos);
@@ -123,7 +125,7 @@ static void spawnMonsterAt(Toy_VM* vm) {
if (TOY_VALUE_IS_NULL(spriteValue)) {
Toy_String* string = Toy_stringifyValue(&(vm->memoryBucket), key);
char* cstr = Toy_getStringRaw(string);
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't spawn a monster with a non-existant sprite '%s'" TOY_CC_RESET "\n", cstr);
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't spawn a actor with a non-existant sprite '%s'" TOY_CC_RESET "\n", cstr);
free(cstr);
Toy_freeString(string);
Toy_freeValue(key);
@@ -133,52 +135,52 @@ static void spawnMonsterAt(Toy_VM* vm) {
}
//expand the array if needed
if (monsterArray->count == monsterArray->capacity) {
monsterArray = Toy_resizeArray(monsterArray, monsterArray->capacity * TOY_ARRAY_EXPANSION_RATE);
if (actorArray->count == actorArray->capacity) {
actorArray = Toy_resizeArray(actorArray, actorArray->capacity * TOY_ARRAY_EXPANSION_RATE);
//set the new entries to null values
for (unsigned int i = monsterArray->count; i < monsterArray->capacity; i++) {
monsterArray->data[i] = TOY_VALUE_FROM_NULL();
for (unsigned int i = actorArray->count; i < actorArray->capacity; i++) {
actorArray->data[i] = TOY_VALUE_FROM_NULL();
}
}
//find an existing spot for the new monster, overwriting a dead one
MonsterData* newMonsterPtr = NULL;
for (unsigned int i = 0; i < monsterArray->count; i++) {
MonsterData* mData = (MonsterData*)TOY_VALUE_AS_OPAQUE(monsterArray->data[i]);
if (mData->health <= 0) { //if this monster is dead, steal the slot
newMonsterPtr = mData;
//find an existing spot for the new actor, overwriting a dead one
ActorData* newActorPtr = NULL;
for (unsigned int i = 0; i < actorArray->count; i++) {
ActorData* mData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
if (mData->health <= 0) { //if this actor is dead, steal the slot
newActorPtr = mData;
break;
}
}
//if no dead monsters were found, make a new slot
if (newMonsterPtr == NULL) {
newMonsterPtr = (MonsterData*)Toy_partitionBucket(&(vm->memoryBucket), sizeof(MonsterData));
monsterArray->data[monsterArray->count++] = TOY_OPAQUE_FROM_POINTER(newMonsterPtr);
//if no dead actors were found, make a new slot
if (newActorPtr == NULL) {
newActorPtr = (ActorData*)Toy_partitionBucket(&(vm->memoryBucket), sizeof(ActorData));
actorArray->data[actorArray->count++] = TOY_OPAQUE_FROM_POINTER(newActorPtr);
}
//finally, store the new monster's data
(*newMonsterPtr) = (MonsterData){
.sprite = (MonsterSprite*)(TOY_VALUE_AS_OPAQUE(spriteValue)),
//finally, store the new actor's data
(*newActorPtr) = (ActorData){
.sprite = (SpriteData*)(TOY_VALUE_AS_OPAQUE(spriteValue)),
.position = { TOY_VALUE_AS_INTEGER(xpos), TOY_VALUE_AS_INTEGER(ypos) },
.health = 10,
};
}
static void setMonsterStep(Toy_VM* vm) {
static void setActorStep(Toy_VM* vm) {
Toy_Value value = Toy_popStack(&vm->stack);
if (!TOY_VALUE_IS_FUNCTION(value) && !TOY_VALUE_IS_NULL(value)) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type found in 'setMonsterStep', exiting" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type found in 'setActorStep', exiting" TOY_CC_RESET "\n");
exit(-1);
}
if (TOY_VALUE_IS_FUNCTION(value)) {
if (TOY_VALUE_AS_FUNCTION(value)->type != TOY_FUNCTION_CUSTOM) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad function found in 'setMonsterStep', exiting (only allows custom functions or null)" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad function found in 'setActorStep', exiting (only allows custom functions or null)" TOY_CC_RESET "\n");
exit(-1);
}
monsterStep = TOY_VALUE_AS_FUNCTION(value);
actorStep = TOY_VALUE_AS_FUNCTION(value);
}
}
@@ -189,15 +191,17 @@ typedef struct CallbackPairs {
} CallbackPairs;
static CallbackPairs callbackPairs[] = {
{"loadMonsterSprite", loadMonsterSprite},
{"spawnMonsterAt", spawnMonsterAt},
{"setMonsterStep", setMonsterStep},
{"loadSprite", loadSprite},
// {"unloadSprite", unloadSprite},
{"spawnActorAt", spawnActorAt},
// {"despawnActor", despawnActor},
{"setActorStep", setActorStep},
{NULL, NULL},
};
//exposed
void initMonsterAPI(Toy_VM* vm) {
void initActorAPI(Toy_VM* vm) {
if (vm == NULL || vm->scope == NULL || vm->memoryBucket == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't initialize standard library, exiting\n" TOY_CC_RESET);
exit(-1);
@@ -215,33 +219,33 @@ void initMonsterAPI(Toy_VM* vm) {
//make the local storage (these use malloc(), don't they?)
spriteTable = Toy_allocateTable(TOY_TABLE_INITIAL_CAPACITY);
monsterArray = Toy_resizeArray(NULL, TOY_ARRAY_INITIAL_CAPACITY);
actorArray = Toy_resizeArray(NULL, TOY_ARRAY_INITIAL_CAPACITY);
}
void freeMonsterAPI(Toy_VM* vm) {
void freeActorAPI(Toy_VM* vm) {
(void)vm;
//free the GL textures
for (unsigned int i = 0; i < spriteTable->capacity; i++) {
if (TOY_VALUE_IS_OPAQUE(spriteTable->data[i].value)) {
UnloadTexture(((MonsterSprite*)TOY_VALUE_AS_OPAQUE(spriteTable->data[i].value))->texture);
UnloadTexture(((SpriteData*)TOY_VALUE_AS_OPAQUE(spriteTable->data[i].value))->texture);
}
}
Toy_freeTable(spriteTable);
spriteTable = NULL;
monsterArray = Toy_resizeArray(monsterArray, 0);
actorArray = Toy_resizeArray(actorArray, 0);
}
void processMonsterStep(Toy_VM* vm) {
void processActorStep(Toy_VM* vm) {
//check for initialization
if (spriteTable == NULL || monsterArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for monster system hasn't been initialized" TOY_CC_RESET "\n");
if (spriteTable == NULL || actorArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
return;
}
if (monsterStep == NULL) {
if (actorStep == NULL) {
return; //no-op
}
@@ -250,7 +254,7 @@ void processMonsterStep(Toy_VM* vm) {
//bind a sub-vm
Toy_VM subVM;
Toy_inheritVM(vm, &subVM);
Toy_bindVM(&subVM, monsterStep->bytecode.code, monsterStep->bytecode.parentScope);
Toy_bindVM(&subVM, actorStep->bytecode.code, actorStep->bytecode.parentScope);
//paramAddr is relative to the data section, and is followed by the param type
unsigned int paramAddr = ((unsigned int*)(subVM.code + subVM.paramAddr))[0];
@@ -260,13 +264,13 @@ void processMonsterStep(Toy_VM* vm) {
const char* cstr = ((char*)(subVM.code + subVM.dataAddr)) + paramAddr;
Toy_String* name = Toy_toStringLength(&subVM.memoryBucket, cstr, strlen(cstr));
//load each valid monster and process them one at a time
for (unsigned int i = 0; i < monsterArray->count; i++) {
MonsterData* monster = (MonsterData*)TOY_VALUE_AS_OPAQUE(monsterArray->data[i]);
if (monster->health > 0) {
//load each valid actor and process them one at a time
for (unsigned int i = 0; i < actorArray->count; i++) {
ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
if (actor->health > 0) {
subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, monsterArray->data[i]), true);
Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
Toy_runVM(&subVM);
subVM.scope = Toy_popScope(subVM.scope);
@@ -276,84 +280,85 @@ void processMonsterStep(Toy_VM* vm) {
Toy_freeVM(&subVM);
}
void drawMonsters(Toy_VM* vm) {
void drawActors(Toy_VM* vm) {
(void)vm;
//check for initialization
if (spriteTable == NULL || monsterArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for monster system hasn't been initialized" TOY_CC_RESET "\n");
if (spriteTable == NULL || actorArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
return;
}
for (unsigned int i = 0; i < monsterArray->count; i++) {
MonsterData* monster = (MonsterData*)TOY_VALUE_AS_OPAQUE(monsterArray->data[i]);
for (unsigned int i = 0; i < actorArray->count; i++) {
ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
if (monster->health > 0) {
DrawTextureRec(monster->sprite->texture, monster->sprite->rect, monster->position, WHITE);
if (actor->health > 0) {
DrawTextureRec(actor->sprite->texture, actor->sprite->rect, actor->position, WHITE);
}
}
}
static void attr_monsterSetX(Toy_VM* vm) {
static void attr_actorSetX(Toy_VM* vm) {
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value x = Toy_popStack(&vm->stack);
if (!TOY_VALUE_IS_INTEGER(x)) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type in MonsterData.setX() (expected 'Int', found '%s')" TOY_CC_RESET "\n", Toy_getValueTypeAsCString(x.type));
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type in ActorData.setX() (expected 'Int', found '%s')" TOY_CC_RESET "\n", Toy_getValueTypeAsCString(x.type));
}
MonsterData* monster = (MonsterData*)TOY_VALUE_AS_OPAQUE(compound);
ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(compound);
monster->position.x = TOY_VALUE_AS_INTEGER(x);
actor->position.x = TOY_VALUE_AS_INTEGER(x);
}
static void attr_monsterSetY(Toy_VM* vm) {
static void attr_actorSetY(Toy_VM* vm) {
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value y = Toy_popStack(&vm->stack);
if (!TOY_VALUE_IS_INTEGER(y)) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type in MonsterData.setY() (expected 'Int', found '%s')" TOY_CC_RESET "\n", Toy_getValueTypeAsCString(y.type));
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type in ActorData.setY() (expected 'Int', found '%s')" TOY_CC_RESET "\n", Toy_getValueTypeAsCString(y.type));
}
MonsterData* monster = (MonsterData*)TOY_VALUE_AS_OPAQUE(compound);
ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(compound);
monster->position.y = TOY_VALUE_AS_INTEGER(y);
actor->position.y = TOY_VALUE_AS_INTEGER(y);
}
Toy_Value handleMonsterAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
//opaque handler
Toy_Value handleActorAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
//check for initialization
if (spriteTable == NULL || monsterArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for monster system hasn't been initialized" TOY_CC_RESET "\n");
if (spriteTable == NULL || actorArray == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
return TOY_VALUE_FROM_NULL();
}
//check for correct types
if (!TOY_VALUE_IS_OPAQUE(compound) || !TOY_VALUE_IS_STRING(attribute) || TOY_VALUE_AS_STRING(attribute)->info.type != TOY_STRING_LEAF) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameters found in 'handleMonsterAttributes'" TOY_CC_RESET "\n");
fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameters found in 'handleActorAttributes'" TOY_CC_RESET "\n");
return TOY_VALUE_FROM_NULL(); //do not free the params here
}
MonsterData* monster = (MonsterData*)TOY_VALUE_AS_OPAQUE(compound);
ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(compound);
if (TOY_VALUE_AS_STRING(attribute)->info.length == 1 && strncmp(TOY_VALUE_AS_STRING(attribute)->leaf.data, "x", 1) == 0) {
return TOY_VALUE_FROM_INTEGER(monster->position.x);
return TOY_VALUE_FROM_INTEGER(actor->position.x);
}
else if (TOY_VALUE_AS_STRING(attribute)->info.length == 1 && strncmp(TOY_VALUE_AS_STRING(attribute)->leaf.data, "y", 1) == 0) {
return TOY_VALUE_FROM_INTEGER(monster->position.y);
return TOY_VALUE_FROM_INTEGER(actor->position.y);
}
else if (TOY_VALUE_AS_STRING(attribute)->info.length == 4 && strncmp(TOY_VALUE_AS_STRING(attribute)->leaf.data, "setX", 4) == 0) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_monsterSetX);
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_actorSetX);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (TOY_VALUE_AS_STRING(attribute)->info.length == 4 && strncmp(TOY_VALUE_AS_STRING(attribute)->leaf.data, "setY", 4) == 0) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_monsterSetY);
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_actorSetY);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown attribute '%s' of type MonsterData (an Opaque)", TOY_VALUE_AS_STRING(attribute)->leaf.data);
snprintf(buffer, 256, "Unknown attribute '%s' of type ActorData (an Opaque)", TOY_VALUE_AS_STRING(attribute)->leaf.data);
Toy_error(buffer);
return TOY_VALUE_FROM_NULL();
}
+5 -5
View File
@@ -3,10 +3,10 @@
#include "toy_vm.h"
//object pool system
void initMonsterAPI(Toy_VM* vm);
void freeMonsterAPI(Toy_VM* vm);
void initActorAPI(Toy_VM* vm);
void freeActorAPI(Toy_VM* vm);
void processMonsterStep(Toy_VM* vm);
void drawMonsters(Toy_VM* vm);
void processActorStep(Toy_VM* vm);
void drawActors(Toy_VM* vm);
Toy_Value handleMonsterAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
Toy_Value handleActorAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
+14 -44
View File
@@ -167,27 +167,6 @@ void initGameAPI(Toy_VM* vm) {
}
}
//player data
typedef struct PlayerData {
Texture2D texture;
Rectangle rect;
Vector2 position;
//TODO: hitbox, hurtbox, motion, etc.
} PlayerData;
PlayerData loadPlayerData(const char* fileName, Rectangle rect) {
PlayerData player = {0};
if (IsWindowReady()) {
player.texture = LoadTexture(fileName);
player.rect = rect;
}
return player;
}
void unloadPlayerData(PlayerData player) {
UnloadTexture(player.texture);
}
//main file
int main() {
//load the entry point
@@ -207,15 +186,12 @@ int main() {
Toy_bindVM(&vm, entryCode, NULL);
initGameAPI(&vm);
initMonsterAPI(&vm);
Toy_setOpaqueAttributeHandler(handleMonsterAttributes);
initActorAPI(&vm);
Toy_setOpaqueAttributeHandler(handleActorAttributes);
Toy_runVM(&vm);
Toy_resetVM(&vm, false, false); //leave in a valid, but unset state
//load a sprite
PlayerData player = loadPlayerData("assets/parvati.png", (Rectangle){0,0,32,32});
//setup and run the given loop functions
if (onReady != NULL) {
Toy_bindVM(&vm, onReady->bytecode.code, onReady->bytecode.parentScope);
@@ -229,14 +205,14 @@ int main() {
}
while (!WindowShouldClose()) {
//input
if (IsKeyDown(KEY_UP)) player.position.y -= 5.0f;
if (IsKeyDown(KEY_DOWN)) player.position.y += 5.0f;
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5.0f;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5.0f;
//TODO: player input
// if (IsKeyDown(KEY_UP)) player.position.y -= 5.0f;
// if (IsKeyDown(KEY_DOWN)) player.position.y += 5.0f;
// if (IsKeyDown(KEY_LEFT)) player.position.x -= 5.0f;
// if (IsKeyDown(KEY_RIGHT)) player.position.x += 5.0f;
//process the monsters (if possible)
processMonsterStep(&vm);
//process the actors (if possible)
processActorStep(&vm);
//run the onStep function
Toy_runVM(&vm); //no check needed, empty VMs are skipped
@@ -244,12 +220,7 @@ int main() {
//drawing
BeginDrawing();
ClearBackground(RAYWHITE);
//draw the player
DrawTextureRec(player.texture, player.rect, player.position, WHITE);
drawMonsters(&vm);
drawActors(&vm);
DrawFPS(0,0);
EndDrawing();
}
@@ -266,15 +237,14 @@ int main() {
Toy_resetVM(&vm, false, false);
}
freeMonsterAPI(&vm);
unloadPlayerData(player);
freeActorAPI(&vm);
Toy_freeVM(&vm);
free(entryCode);
if (IsWindowReady()) {
CloseWindow();
}
Toy_freeVM(&vm);
free(entryCode);
return 0;
}