Each actor has an 'onStep' function, if set
Replaced the global 'onStep' with 'onFrame', otherwise it works the same.
This commit is contained in:
+1
-1
Submodule Toy updated: 53d3606c7e...6901b9a6c9
+25
-25
@@ -1,35 +1,35 @@
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//"global" variables
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var frameCounter: Int = 0;
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var posCounter: Int = 0;
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var counter = 0;
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var randi: Int = 69420;
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fn rand() {
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return randi = randi * 1664525 + 1013904223; //can be negative
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}
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fn wander(actor: Opaque) {
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actor.setX(actor.x + rand() % 5);
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actor.setY(actor.y + rand() % 5);
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counter++;
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}
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//when the game is ready, load the "zombie" sprite
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fn onReady() {
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loadSprite("zombie", "assets/parvati.png", 32, 32);
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//spawn some "zombies" looking for brains
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spawnActorAt("zombie", wander, 250, 250);
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spawnActorAt("zombie", wander, 250, 500);
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spawnActorAt("zombie", wander, 500, 250);
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spawnActorAt("zombie", wander, 500, 500);
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}
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fn onStep() {
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frameCounter++;
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// if (frameCounter % 10 == 0) {
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spawnActorAt("zombie", posCounter*5, posCounter*5);
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posCounter++;
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// }
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if (posCounter > 150) {
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posCounter = 0;
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}
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}
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fn onClose() {
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//
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fn onFrame() {
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//debug
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print counter;
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}
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//example API for the game
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initScreen(1280, 720, "Hello raylib from Toy!");
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initLoop(onReady, onStep, onClose);
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initScreen(1280, 720, "Oh no, Zombies!");
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initLoop(onReady, null, null);
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//test
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fn brains(actor: Opaque) {
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actor.setX(actor.x + 1);
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}
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setActorStep(brains);
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+48
-69
@@ -12,7 +12,6 @@
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//static storage
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static Toy_Table* spriteTable = NULL;
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static Toy_Array* actorArray = NULL;
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static Toy_Function* actorStep = NULL;
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//callbacks
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static void api_loadSprite(Toy_VM* vm) {
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@@ -81,7 +80,7 @@ static void api_loadSprite(Toy_VM* vm) {
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}
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static void api_spawnActorAt(Toy_VM* vm) {
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//sprite, x, y -> void
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//sprite, onStep, x, y -> void
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//check for initialization
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if (spriteTable == NULL || actorArray == NULL) {
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@@ -90,19 +89,21 @@ static void api_spawnActorAt(Toy_VM* vm) {
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}
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//check parameter count
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if (vm->stack->count < 3) {
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if (vm->stack->count < 4) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Not enough parameters found in 'spawnActorAt'" TOY_CC_RESET "\n");
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return;
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}
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Toy_Value ypos = Toy_popStack(&vm->stack);
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Toy_Value xpos = Toy_popStack(&vm->stack);
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Toy_Value step = Toy_popStack(&vm->stack);
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Toy_Value key = Toy_popStack(&vm->stack);
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//check types
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if (!TOY_VALUE_IS_INTEGER(xpos) || !TOY_VALUE_IS_INTEGER(ypos)) {
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if (!TOY_VALUE_IS_INTEGER(xpos) || !TOY_VALUE_IS_INTEGER(ypos) || !(TOY_VALUE_IS_FUNCTION(step) || TOY_VALUE_IS_NULL(step))) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad parameter types found in 'spawnActorAt'" TOY_CC_RESET "\n");
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Toy_freeValue(key);
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Toy_freeValue(step);
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Toy_freeValue(xpos);
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Toy_freeValue(ypos);
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return;
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@@ -117,11 +118,17 @@ static void api_spawnActorAt(Toy_VM* vm) {
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free(cstr);
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Toy_freeString(string);
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Toy_freeValue(key);
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Toy_freeValue(step);
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Toy_freeValue(xpos);
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Toy_freeValue(ypos);
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return;
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}
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Toy_Function* onStep = NULL;
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if (TOY_VALUE_IS_FUNCTION(step)) {
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onStep = Toy_copyFunction(&vm->memoryBucket, TOY_VALUE_AS_FUNCTION(step));
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}
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//expand the array if needed
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if (actorArray->count == actorArray->capacity) {
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actorArray = Toy_resizeArray(actorArray, actorArray->capacity * TOY_ARRAY_EXPANSION_RATE);
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@@ -135,7 +142,7 @@ static void api_spawnActorAt(Toy_VM* vm) {
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ActorData* newActorPtr = NULL;
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* mData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (mData->health <= 0) { //if this actor is dead, steal the slot
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if (!mData->enabled) { //if this actor is dead, steal the slot
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newActorPtr = mData;
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break;
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}
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@@ -150,35 +157,18 @@ static void api_spawnActorAt(Toy_VM* vm) {
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//finally, store the new actor's data
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(*newActorPtr) = (ActorData){
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.sprite = (SpriteData*)(TOY_VALUE_AS_OPAQUE(spriteValue)),
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.onStep = onStep,
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.position = { TOY_VALUE_AS_INTEGER(xpos), TOY_VALUE_AS_INTEGER(ypos) },
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.health = 10,
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.enabled = true,
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};
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Toy_freeValue(spriteValue);
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Toy_freeValue(key);
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Toy_freeValue(step);
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Toy_freeValue(xpos);
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Toy_freeValue(ypos);
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}
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static void api_setActorStep(Toy_VM* vm) {
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Toy_Value value = Toy_popStack(&vm->stack);
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if (!TOY_VALUE_IS_FUNCTION(value) && !TOY_VALUE_IS_NULL(value)) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad argument type found in 'setActorStep', exiting" TOY_CC_RESET "\n");
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Toy_freeValue(value);
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exit(-1);
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}
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if (TOY_VALUE_IS_FUNCTION(value)) {
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if (TOY_VALUE_AS_FUNCTION(value)->type != TOY_FUNCTION_CUSTOM) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad function found in 'setActorStep', exiting (only allows custom functions or null)" TOY_CC_RESET "\n");
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Toy_freeValue(value);
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exit(-1);
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}
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actorStep = TOY_VALUE_AS_FUNCTION(value); //do not free, it'll be needed
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}
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}
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//callback utils
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typedef struct CallbackPairs {
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const char* name;
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@@ -190,7 +180,6 @@ static CallbackPairs callbackPairs[] = {
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// {"unloadSprite", unloadSprite},
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{"spawnActorAt", api_spawnActorAt},
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// {"despawnActor", despawnActor},
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{"setActorStep", api_setActorStep},
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{NULL, NULL},
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};
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@@ -231,64 +220,53 @@ void freeActorAPI(Toy_VM* vm) {
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spriteTable = NULL;
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actorArray = Toy_resizeArray(actorArray, 0);
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Toy_freeFunction(actorStep);
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actorStep = NULL;
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}
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void processActorStep(Toy_VM* vm) {
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void processActors(Toy_VM* vm) {
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//check for initialization
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if (spriteTable == NULL || actorArray == NULL) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Object pool for actor system hasn't been initialized" TOY_CC_RESET "\n");
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return;
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}
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if (actorStep == NULL) {
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return; //no-op
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}
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//BUG: invoking a callback with a parameter is process-heavy
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//bind a sub-vm
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Toy_VM subVM;
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Toy_inheritVM(vm, &subVM);
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Toy_bindVM(&subVM, actorStep->bytecode.code, actorStep->bytecode.parentScope); //TODO: each actor needs its own step function?
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//paramAddr is relative to the data section, and is followed by the param type
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unsigned int paramAddr = ((unsigned int*)(subVM.code + subVM.paramAddr))[0];
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Toy_ValueType paramType = (Toy_ValueType)(((unsigned int*)(subVM.code + subVM.paramAddr))[1]);
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//c-string of the param's name && as a name string
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const char* cstr = ((char*)(subVM.code + subVM.dataAddr)) + paramAddr;
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Toy_String* name = Toy_toStringLength(&subVM.memoryBucket, cstr, strlen(cstr)); //don't use 'create'
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int ticker = 0;
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//load each valid actor and process them one at a time
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (actor->health > 0) {
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ticker++;
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subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
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Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
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Toy_runVM(&subVM);
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subVM.scope = Toy_popScope(subVM.scope);
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if (!actor->enabled || actor->onStep == NULL) {
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continue;
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}
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//prep the callback
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Toy_bindVM(&subVM, actor->onStep->bytecode.code, actor->onStep->bytecode.parentScope);
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//paramAddr is relative to the data section, and is followed by the param type
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unsigned int paramAddr = ((unsigned int*)(subVM.code + subVM.paramAddr))[0];
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Toy_ValueType paramType = (Toy_ValueType)(((unsigned int*)(subVM.code + subVM.paramAddr))[1]);
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//c-string of the param's name && as a name string
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const char* cstr = ((char*)(subVM.code + subVM.dataAddr)) + paramAddr;
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Toy_String* name = Toy_toStringLength(&subVM.memoryBucket, cstr, strlen(cstr)); //don't use 'create'
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//inject this actor as a parameter
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subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
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Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
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//run
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Toy_runVM(&subVM);
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//prep the next one
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Toy_resetVM(&subVM, false, true); //preserving the stack prevents memory issues
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subVM.scope = NULL; //BUGFIX: don't retain scope for different callbacks
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Toy_freeString(name);
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}
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Toy_freeVM(&subVM);
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Toy_freeString(name);
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//DEBUG: "wipe" the actors if there's too many, so memory doesn't keep growing.
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if (ticker >= 100) {
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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actor->health = 0;
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}
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}
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}
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void drawActors(Toy_VM* vm) {
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@@ -303,7 +281,7 @@ void drawActors(Toy_VM* vm) {
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actor = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (actor->health > 0) {
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if (actor->enabled) {
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DrawTextureRec(actor->sprite->texture, actor->sprite->rect, actor->position, WHITE);
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}
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}
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@@ -342,8 +320,8 @@ void loadSprite(Toy_Bucket** bucketHandle, Toy_Value key, const char* fname, int
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Toy_insertTable(&spriteTable, Toy_copyValue(bucketHandle, key), TOY_OPAQUE_FROM_POINTER(sprite));
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}
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ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, int xpos, int ypos) {
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//sprite, x, y -> void
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ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, Toy_Function* onStep, int xpos, int ypos) {
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//sprite, onStep, x, y -> void
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//check for initialization
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if (spriteTable == NULL || actorArray == NULL) {
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@@ -376,7 +354,7 @@ ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, int xpos, int
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ActorData* newActorPtr = NULL;
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* mData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (mData->health <= 0) { //if this actor is dead, steal the slot
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if (mData->enabled) { //if this actor is dead, steal the slot
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newActorPtr = mData;
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break;
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}
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@@ -391,8 +369,9 @@ ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, int xpos, int
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//finally, store the new actor's data
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(*newActorPtr) = (ActorData){
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.sprite = (SpriteData*)(TOY_VALUE_AS_OPAQUE(spriteValue)),
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.onStep = onStep,
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.position = { xpos, ypos },
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.health = 10,
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.enabled = true,
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};
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Toy_freeValue(spriteValue);
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+6
-4
@@ -1,6 +1,7 @@
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#pragma once
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#include "toy_vm.h"
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#include "toy_function.h"
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#include "raylib.h"
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//sprites loaded from disk
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@@ -13,19 +14,20 @@ typedef struct SpriteData {
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//Actors loaded from scripts
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typedef struct ActorData {
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SpriteData* sprite;
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Toy_Function* onStep;
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Vector2 position;
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//TODO: animation
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int health;
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bool enabled;
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} ActorData;
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//object pool system
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void initActorAPI(Toy_VM* vm);
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void freeActorAPI(Toy_VM* vm);
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void processActorStep(Toy_VM* vm);
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void processActors(Toy_VM* vm);
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void drawActors(Toy_VM* vm);
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void loadSprite(Toy_Bucket** bucketHandle, Toy_Value key, const char* fname, int width, int height);
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ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, int xpos, int ypos);
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ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, Toy_Function* onStep, int xpos, int ypos);
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//opaque hook
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Toy_Value handleActorAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
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+12
-12
@@ -69,7 +69,7 @@ unsigned char* makeCodeFromSource(const char* source) {
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//static pointers
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static Toy_Function* onReady = NULL;
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static Toy_Function* onStep = NULL;
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static Toy_Function* onFrame = NULL;
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static Toy_Function* onClose = NULL;
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//game API definitions
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@@ -85,7 +85,7 @@ void initScreen(Toy_VM* vm) {
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//setup raylib
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InitWindow(TOY_VALUE_AS_INTEGER(width), TOY_VALUE_AS_INTEGER(height), TOY_VALUE_AS_STRING(caption)->leaf.data);
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// SetTargetFPS(60);
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SetTargetFPS(60);
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if (!IsWindowReady()) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: raylib failed to init the window, exiting" TOY_CC_RESET "\n");
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@@ -99,7 +99,7 @@ void initScreen(Toy_VM* vm) {
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void initLoop(Toy_VM* vm) {
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Toy_Value valueOnClose = Toy_popStack(&vm->stack);
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Toy_Value valueOnStep = Toy_popStack(&vm->stack);
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Toy_Value valueOnFrame = Toy_popStack(&vm->stack);
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Toy_Value valueOnReady = Toy_popStack(&vm->stack);
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if (!TOY_VALUE_IS_FUNCTION(valueOnClose) && !TOY_VALUE_IS_NULL(valueOnClose)) {
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@@ -107,7 +107,7 @@ void initLoop(Toy_VM* vm) {
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exit(-1);
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}
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if (!TOY_VALUE_IS_FUNCTION(valueOnStep) && !TOY_VALUE_IS_NULL(valueOnStep)) {
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if (!TOY_VALUE_IS_FUNCTION(valueOnFrame) && !TOY_VALUE_IS_NULL(valueOnFrame)) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad types found in 'initLoop', exiting" TOY_CC_RESET "\n");
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exit(-1);
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}
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@@ -124,12 +124,12 @@ void initLoop(Toy_VM* vm) {
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}
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onReady = TOY_VALUE_AS_FUNCTION(valueOnReady);
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}
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if (TOY_VALUE_IS_FUNCTION(valueOnStep)) {
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if (TOY_VALUE_AS_FUNCTION(valueOnStep)->type != TOY_FUNCTION_CUSTOM) {
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if (TOY_VALUE_IS_FUNCTION(valueOnFrame)) {
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if (TOY_VALUE_AS_FUNCTION(valueOnFrame)->type != TOY_FUNCTION_CUSTOM) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Bad function found in 'initLoop', exiting (only allows custom functions or null)" TOY_CC_RESET "\n");
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exit(-1);
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}
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onStep = TOY_VALUE_AS_FUNCTION(valueOnStep);
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onFrame = TOY_VALUE_AS_FUNCTION(valueOnFrame);
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}
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if (TOY_VALUE_IS_FUNCTION(valueOnClose)) {
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if (TOY_VALUE_AS_FUNCTION(valueOnClose)->type != TOY_FUNCTION_CUSTOM) {
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@@ -199,9 +199,9 @@ int main() {
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Toy_resetVM(&vm, false, false);
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}
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//onStep is called each frame
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if (onStep != NULL) {
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Toy_bindVM(&vm, onStep->bytecode.code, onStep->bytecode.parentScope);
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//onFrame is called each frame
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if (onFrame != NULL) {
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Toy_bindVM(&vm, onFrame->bytecode.code, onFrame->bytecode.parentScope);
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}
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while (!WindowShouldClose()) {
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@@ -212,7 +212,7 @@ int main() {
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// if (IsKeyDown(KEY_RIGHT)) player.position.x += 5.0f;
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//process the actors (if possible)
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processActorStep(&vm);
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processActors(&vm);
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//run the onStep function
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Toy_runVM(&vm); //no check needed, empty VMs are skipped
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@@ -226,7 +226,7 @@ int main() {
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}
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//clear onStep
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if (onStep != NULL) {
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if (onFrame != NULL) {
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Toy_resetVM(&vm, false, false);
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}
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||||
Reference in New Issue
Block a user