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
+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;
}