1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
#include <time.h>
#include <unistd.h>
#include <rlgl.h>
#include "all.h"
/* I really like this in usage. */
static inline void frame_reset(game_t * game) {
game_frame(game, 0, game->horizontal/12, game->vertical/12);
game_frame(game, 1, game->horizontal/3, game->vertical - game->vertical/8);
game_frame(game, 2, game->horizontal - game->horizontal/4, game->vertical/12);
}
int main (int count, char ** arguments)
{
(void)count;
game_t game[1] = {0};
game->horizontal = 1920;
game->vertical = 1080;
/* :config */
frame_reset(game);
{ /* this idented (DENTED) style is autistic and dumb but I like it visually */
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
/* tell raylib to shut up */
/* SetTraceLogLevel(LOG_NONE); */
InitWindow(game->horizontal, game->vertical, arguments[0]);
SetWindowState(FLAG_WINDOW_HIDDEN);
InitAudioDevice();
SetWindowPosition(0, 0);
}
game->font = LoadFont("fonts/Atkinson/mono/AtkinsonHyperlegibleMono-Bold.otf");
if (!IsFontValid(game->font)) { game->font = GetFontDefault(); }
/* :todo ping me I'll update this to a u/f seperated game loop */
{ /* loop to end all loops */
uint64_t fc = 0;
/* :config */
float fps = 30;
double wait = wait = 1.0 / fps, delta = wait;
struct timespec start, end;
clock_gettime(CLOCK_MONOTONIC, &start);
ClearWindowState(FLAG_WINDOW_HIDDEN);
int test[200*200] = {0};
for (int i = 0; i < 200*200; i++) { test[i] = i;}
while (1) {
if (delta > wait) {
clock_gettime(CLOCK_MONOTONIC, &start);
{ /* update */
++fc;
PollInputEvents();
if (IsWindowResized()) {
game->horizontal = GetScreenWidth(), game->vertical = GetScreenHeight();
frame_reset(game);
}
/* physical keys */
switch (GetKeyPressed()) {
/* case KEY_Q: goto stop; */
case KEY_ESCAPE: goto stop;
}
/* routed keys */
/* switch (GetCharPressed()) { case 'q': goto stop; } */
}
{ /* draw */
BeginDrawing();
ClearBackground(BLACK);
draw_square_grid(game, 0, MIN(game->vertical/20, game->horizontal/25), NULL, test, 200);
draw_centered_text(game, 1, 20, WHITE, "Snails are now preparing!");
draw_centered_text(game, 2, 20, WHITE, "Gambling here");
rlDrawRenderBatchActive();
SwapScreenBuffer();
}
}
clock_gettime(CLOCK_MONOTONIC, &end);
delta = (end.tv_sec - start.tv_sec) + (end.tv_nsec - start.tv_nsec) / 1e9;
if (delta < wait) {
double should = -(delta - wait);
if (should > 0) { usleep(1e6 * should); }
}
}
}
stop:
SetWindowState(FLAG_WINDOW_HIDDEN);
UnloadFont(game->font);
CloseAudioDevice();
CloseWindow();
return 0;
}
|