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package demonchime
// import "core:math"
// import "core:math/rand"
// import "core:time"
import "base:runtime"
import "core:log"
import "core:fmt"
import "core:mem"
import rl "vendor:raylib"
import "draw"
import "phys"
import "tiled"
Vec2 :: [2]f32
Rect :: struct {
start: Vec2,
size: Vec2,
}
state: struct {
camera: rl.Camera2D,
platform_list: Entity_List(Platform),
}
init :: proc() {
state.camera.zoom = 1
// state.camera.offset = {draw.SCREEN_WIDTH/2, draw.SCREEN_HEIGHT/2}
init_keybinds()
draw.init()
init_player()
// room, err := tiled.load_map("res/room_begin.tmj")
// if err != .NONE {
// log.errorf("Error loading map (%v)", err)
// }
// state.room = room
tiled.load_world("res/map.world")
tiled.open_new_room_at({0, 0})
setup_map_collisions()
}
frame :: proc() {
update_player(rl.GetFrameTime())
draw.new_frame()
rl.BeginMode2D(state.camera)
draw_player()
tiled.draw_map(tiled.current_room.tmap)
draw_platforms()
rl.EndMode2D()
fps_text := fmt.caprintf(
"FPS: %v", rl.GetFPS(),
allocator = context.temp_allocator,
)
rl.DrawText(fps_text, 5, 5, 8, rl.GREEN)
draw.end_frame()
}
cleanup :: proc() {
delete_player()
delete_entity_list(state.platform_list)
tiled.delete_world()
phys.destroy_world()
}
main :: proc() {
when ODIN_DEBUG {
track: mem.Tracking_Allocator
mem.tracking_allocator_init(&track, context.allocator)
context.allocator = mem.tracking_allocator(&track)
defer {
if len(track.allocation_map) > 0 {
fmt.eprintf(
"=== %v allocations not freed: ===\n",
len(track.allocation_map),
)
total := 0
for _, entry in track.allocation_map {
fmt.eprintf(
"- %v bytes @ %v (%v, mode %v)\n",
entry.size,
entry.location,
entry.err,
entry.mode,
)
total += entry.size
}
fmt.eprintf("=== a total of %v bytes unfreed ===\n", total)
}
mem.tracking_allocator_destroy(&track)
}
}
logger := log.create_console_logger()
context.logger = logger
defer log.destroy_console_logger(logger)
rl.InitWindow(480 * 2, 360 * 2, "Demonchime")
rl.SetWindowState({.WINDOW_RESIZABLE})
init()
for !rl.WindowShouldClose() {
// pbody := phys.get_body(player.body_handle)
// state.camera.target = {pbody.pos.x, pbody.pos.y}
frame()
free_all(context.temp_allocator)
}
cleanup()
}
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