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
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
#include "TZR.h"
#include "cfg.h"
#include "game.h"
#include "map.h"
#include "tileset.h"
#include <SDL2/SDL_video.h>
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL_main.h>
#include <time.h>
static Game *game = NULL;
static void deinit(void);
static int main_loop(void *udata);
static void acid(const Game *game);
int
main(int argc, char **argv)
{
(void)argc, (void)argv;
if (TZR_Init(.width=DWIDTH,
.height=DHEIGHT,
.scale=2,
.target_fps=TARGET_FPS,
.pixel_perfect=true,
.mixer=false,
.png_loading=false,
.light_system=false,
.title="goty of the day"))
return 1;
if (atexit(deinit)) {
perror("main:atexit");
deinit();
return 1;
}
if (pxInit())
return 1;
srand(time(NULL));
Mix_AllocateChannels(32);
if ((game = malloc(sizeof(*game))) == NULL) {
perror("main:malloc");
return 1;
}
if (game_init(game))
return 1;
return TZR_MainLoop(main_loop, game);
}
static void
deinit(void)
{
if (game != NULL)
free(game);
pxDeinit();
TZR_Quit();
}
static int
main_loop(void *udata)
{
Game *const game = udata;
game_update(game);
tileset_update();
if (TZR_IsKeyPressed(SDL_SCANCODE_R)) {
if (game_init(game))
return 1;
}
if (TZR_IsKeyPressed(SDL_SCANCODE_F)) {
static bool fullscreen = false;
fullscreen = !fullscreen;
SDL_SetWindowFullscreen(___tzr_window, fullscreen);
}
if (TZR_IsKeyPressed(SDL_SCANCODE_N))
game->queue_next_scene = 1;
if (TZR_DrawBegin())
return 1;
pxPalt();
pxCls(0);
pxPalt(0, true);
game_draw(game);
acid(game);
pxFlip();
if (TZR_DrawEnd())
return 1;
return 0;
}
static void
acid(const Game *game)
{
PxCol cols[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
const int bg = (game->queue_restart_scene != 0);
for (int i = 0; i < 1024; i++) {
const int i = !bg + rand() % (7 + bg);
const int k = !bg + rand() % (7 + bg);
if (i == k)
continue;
cols[i] ^= cols[k];
cols[k] ^= cols[i];
cols[i] ^= cols[k];
}
for (int i = 0; i < 8; i++)
pxSpal(i, cols[i]);
}
|