A game engine for top-down 2D RPG games.
rpg game-engine raylib c99

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+10 -1
.gitignore
··· 1 + # Data 2 + /data/ 3 + 4 + # Built files 1 5 /build/ 2 6 3 - /data.bak/ 7 + # Backups 8 + *.bak 9 + 10 + # Raylib 11 + /raylib.tar.gz 12 + /raylib/
+1
compile_flags.txt
··· 4 4 5 5 -std=c99 6 6 -Iinclude/ 7 + -Iraylib/src/ 7 8 -xc-header 8 9 9 10 -DKF_SANITY_CHECKS
+56
etc/style.c
··· 1 + #ifndef __main__ 2 + #define __main__ 3 + 4 + 5 + /* 6 + Include order doesn't really matter to me, however I do like to keep them reasonably organized: 7 + 1. "Header" includes (i.e, keraforge/_header.h). 8 + 2. Macro/common headers (i.e, keraforge/log.h). 9 + 3. Internal library includes (i.e, keraforge/*.h). 10 + 4. External library includes (i.e, raylib.h, raymath.h, etc). 11 + 5. C standard library includes. 12 + */ 13 + #include <keraforge.h> 14 + #include <stdio.h> 15 + 16 + 17 + /* 18 + Please follow good practice when defining macros: 19 + - #undef after usage. 20 + - Use do/while blocks for parameterized macros. 21 + - Wrap constant macros in parenthesis, unless its a string that can be safely concatenated. 22 + */ 23 + 24 + 25 + /* Additional keywords (excl. const) should be on their own line. */ 26 + static 27 + /* All public items should be prefixed with kf_. All static items should use _kf_. */ 28 + int _kf_parse(int argc, /* Attach pointers with the identifier, not the type. */ char *argv[]) 29 + /* Allman braces */ 30 + { 31 + /* Tabs for indentation, spaces for alignment. */ 32 + 33 + /* Space out your semicolons in for loops. */ 34 + for (int i = 0 ; i < argc ; i++) 35 + fprintf(stderr, "%s", argv[i]); 36 + 37 + if (true) 38 + { 39 + /* ... */ 40 + } 41 + else 42 + { 43 + /* ... */ 44 + } 45 + 46 + return 1; 47 + } 48 + 49 + int main(void) 50 + { 51 + (void)_kf_parse(0, NULL); 52 + return 0; 53 + } 54 + 55 + 56 + #endif
+73
etc/style.txt
··· 1 + 2 + Style Guidelines 3 + ================ 4 + 5 + As a preface: I break these guidelines occasionally. It is 6 + important to note that I often find myself up into the 7 + early morning hours (sometimes even as early as 03:00) 8 + developing Keraforge. Late-night coding sessions tend to 9 + lead to mistakes that I accidentally push to prod. Feel 10 + free to point these mistakes out to me! 11 + 12 + Zen 13 + --- 14 + 15 + 1. Keep types simple. 16 + - If your type is complex enough to be unreadable, maybe 17 + you should change your type. 18 + - Function pointers may be disgraceful to write, but if 19 + you write your code in such a way that avoids writing 20 + the type more than once then you'll be fine. 21 + - See: `struct kf_actorregistry`. I use some quirky 22 + types there, but nothing too unreadable. Notice how I 23 + never rewrite those types again and notice that I am not 24 + using a typedef either. 25 + - Additionally, if the user is never going to use that 26 + type then it almost definitely does not need to be 27 + typedef'd. 28 + 2. Documentation is important. 29 + - "Self-documenting code" is not sufficient. If the item 30 + is public then it should have an explanation. 31 + - The ONLY exceptions to this rule are blatantly obvious 32 + struct fields, such as `position`, `velocity`, etc. 33 + - A few lines of documentation will save you a massive 34 + headache in the future. 35 + 3. Macro magic is garbage, but unmaintainable code is worse. 36 + - Using macro magic sparingly can help prevent you from 37 + being smitten by the DRY deities. Save yourself today! 38 + - See: math.h, log.h, and bini.h for cases where macro 39 + magic is acceptable. 40 + 4. Keep names terse but readable. 41 + - I don't want to see stdlib-style function names, but I 42 + would much rather that over a name ripped from an 43 + object-oriented C. 44 + - If you must use a stdlib-style function name to remain 45 + terse, then please provide a sentence in its docs to 46 + explain the name. 47 + 5. Most importantly: Be simple. 48 + - This often means sitting at your screen pondering the 49 + best implementation for something rather than simply 50 + using the first one that comes to mind. 51 + - It's okay to sacrifice a bit of performance for more 52 + maintainable code. 53 + - If you must write complex code, please explain why via 54 + a brief comment. 55 + 56 + Basics 57 + ------ 58 + 59 + See <etc/style.c> for a sample of the style with comments 60 + explaining each main point. 61 + 62 + For more specifics, please give a skim throughout the 63 + codebase itself. 64 + 65 + - Prefer [iuf](8|16|32|64) over (float|double|(u?int(8|16|32|64)_t)). 66 + - Do not typedef function pointers (see Zen #1), structs, enums, or unions. 67 + - Use global variables instead of requiring the user to maintain state. 68 + See: kf_uiconfig, kf_actors, kf_actorregistry, kf_state, etc. 69 + - Use `struct kf_vec2(type)` instead of `struct kf_vec2f32`. 70 + - Do not modify libraries included in the source. 71 + Those are: bini.h. 72 + - I'm not afraid to postfix _t to typedef'd types. The standard is useless here since we prefix kf_ anyway. 73 + (I think this standard is useless *to begin with*, but I digress)
+22 -12
include/keraforge/actor.h
··· 2 2 #define __kf_actor__ 3 3 4 4 5 - #include "keraforge/bini.h" 6 5 #include <keraforge/_header.h> 7 6 #include <keraforge/math.h> 8 7 #include <keraforge/world.h> 9 8 #include <keraforge/math.h> 10 9 #include <keraforge/sprites.h> 10 + #include <keraforge/bini.h> 11 11 #include <raylib.h> 12 12 13 13 ··· 19 19 TODO: This will probably be better as a hash table (especially for kf_actor_getregistryid). */ 20 20 struct kf_actorregistry 21 21 { 22 + /* Amount of actor types currently registered. */ 22 23 int count; 23 - char *id[KF_MAX_ACTOR_TYPES]; 24 + /* Keys for each actor. */ 25 + char *key[KF_MAX_ACTOR_TYPES]; 26 + /* Save actor to a binary stream. */ 24 27 void (*serialize[KF_MAX_ACTOR_TYPES])(struct kf_actor *self, struct bini_stream *bs); 28 + /* Load actor from a binary stream. */ 25 29 void (*deserialize[KF_MAX_ACTOR_TYPES])(struct kf_actor *self, struct bini_stream *bs); 30 + /* Called every frame to update actor. Don't forget about deltatime (kf_dts, kf_dtms)! */ 31 + void (*tick[KF_MAX_ACTOR_TYPES])(struct kf_actor *self); 32 + /* Called every frame to render actor. */ 33 + void (*draw[KF_MAX_ACTOR_TYPES])(struct kf_actor *self); 34 + /* Spritesheet for actor. */ 35 + struct kf_spritesheet sprite[KF_MAX_ACTOR_TYPES]; 26 36 }; 27 37 /* Global actor registry instance. */ 28 38 extern struct kf_actorregistry kf_actorregistry; ··· 30 40 /* Represents any kinematic body in the world (players, NPCs, etc). */ 31 41 struct kf_actor 32 42 { 33 - /* Unique string identifier for this actor. */ 34 - char *id; 35 - /* Spritesheet for the actor. */ 36 - struct kf_spritesheet sprites; 43 + /* Integer identifier for this actor, comes from kf_actorregistry. 44 + This is unique per-actor-type, not per-actor. */ 45 + int id; 37 46 /* The actor's position. */ 38 47 struct kf_vec2(f32) pos; 39 48 /* The actor's velocity. */ ··· 56 65 enum kf_direction pointing; 57 66 /* If the actor is running. This will not increase their speed, you are expected to yourself. */ 58 67 bool running; 59 - /* Called every frame to update the actor. Don't forget about deltatime (kf_dts, kf_dtms)! */ 60 - void (*tick)(struct kf_actor *self); 61 - /* Called every frame to render the actor. */ 62 - void (*draw)(struct kf_actor *self); 63 68 /* Doubly-linked list of actors. */ 64 69 struct kf_actor *prev, *next; 65 70 }; 66 71 /* Linked list of actors. */ 67 72 extern struct kf_actor *kf_actors, *kf_actors_last; 73 + /* Number of actors currently in the world. */ 68 74 extern u32 kf_actor_count; 69 75 70 76 71 77 /* Create a new actor. */ 72 - struct kf_actor *kf_actor_new(char *id, struct kf_spritesheet sprites, f32 width, f32 height, bool collides); 78 + struct kf_actor *kf_actor_new(char *key); 79 + /* Register a new actor and return its integer ID. */ 80 + int kf_actor_register(char *key); 73 81 74 82 /* Load a spritesheet, filling in the details for loading character spritesheets. */ 75 83 struct kf_spritesheet kf_actor_loadspritesheet(char *filename); ··· 85 93 86 94 /* Get the registry ID of a given actor ID. 87 95 This will perform a lot of string comparisons, use sparingly! */ 88 - int kf_actor_getregistryid(char *id); 96 + int kf_actor_getregistryid(char *key); 89 97 90 98 /* Save actor data. */ 91 99 int kf_saveactors(void); 100 + /* Load actor data. */ 101 + int kf_loadactors(void); 92 102 93 103 94 104 #endif
+2
include/keraforge/error.h
··· 3 3 4 4 5 5 #include <keraforge/_header.h> 6 + #include <stdio.h> 6 7 7 8 9 + /* Print a traceback. Requires GNU extensions to work properly. */ 8 10 void kf_printbacktrace(FILE *file); 9 11 10 12
+11
include/keraforge/graphics.h
··· 10 10 /* Represents either a model or a menu. */ 11 11 struct kf_modal 12 12 { 13 + /* The title of this modal. */ 13 14 char *name; 15 + /* Called when this modal is closed. */ 14 16 void (*exit)(void); 17 + /* Called when this modal is opened/ */ 15 18 void (*init)(void); 19 + /* Called every frame before rendering anything. */ 16 20 void (*update)(void); 21 + /* Called every frame to render the world. */ 17 22 void (*render_world)(void); 23 + /* Called every frame to render the UI. */ 18 24 void (*render_ui)(void); 25 + /* Any extra data this needed. 26 + You are expected to allocate and free this yourself in init/exit respectively. */ 19 27 void *data; 20 28 }; 21 29 ··· 63 71 extern f32 kf_dts; 64 72 65 73 74 + /* Measure text using the default font. */ 66 75 int kf_measuretext(int size, char *text); 76 + /* Draw text using the default font. */ 67 77 void kf_drawtext(Color c, int x, int y, int size, char *text); 78 + /* Draw text with a shadow using the default font. */ 68 79 void kf_drawtextshadowed(Color c, int x, int y, int size, char *text); 69 80 70 81
+6 -1
include/keraforge/input.h
··· 6 6 #include <raylib.h> 7 7 8 8 9 + /* Represents an unknown mouse button. Provided by Keraforge, not by Raylib. */ 9 10 #define MOUSE_BUTTON_UNKNOWN ((MouseButton)-1) 11 + /* Represents an unknown gamepad axis. Provided by Keraforge, not by Raylib. */ 10 12 #define GAMEPAD_AXIS_UNKNOWN ((GamepadAxis)-1) 11 13 12 14 #define KF_INPUTBIND_MAX UINT8_MAX ··· 17 19 /* Struct-of-Arrays for keybindings. */ 18 20 struct _kf_inputbinds 19 21 { 20 - kf_inputbind_t count; /* must start at 1. 0 is the `none` keybind. */ 22 + /* Amount of input bindings registered. 23 + Must start at 1. 0 is the `none` keybind. */ 24 + kf_inputbind_t count; 25 + /* String IDs of each binding. */ 21 26 char *id[KF_INPUTBIND_MAX]; 22 27 KeyboardKey key[KF_INPUTBIND_MAX]; 23 28 KeyboardKey alt[KF_INPUTBIND_MAX];
+1
include/keraforge/inputbinds.h
··· 33 33 ; 34 34 35 35 36 + /* Load default input bindings. */ 36 37 void kf_loaddefaultbinds(void); 37 38 38 39
+8 -2
include/keraforge/log.h
··· 1 1 #ifndef __kf_log__ 2 2 #define __kf_log__ 3 3 4 + 4 5 #include <stdio.h> /* fprintf, stderr */ 5 6 #include <stdlib.h> /* exit */ 6 7 #include <stdarg.h> 7 8 9 + 10 + /* Log a message. */ 8 11 void kf_vlog(char *level, char *fmt, va_list va); 12 + /* Log a message. */ 9 13 void kf_log(char *level, char *fmt, ...); 14 + /* Log a debug message. */ 10 15 void kf_logdbg(char *fmt, ...); 16 + /* Log an info message. */ 11 17 void kf_loginfo(char *fmt, ...); 18 + /* Log a error message. */ 12 19 void kf_logerr(char *fmt, ...); 13 20 14 - /* Errors */ 15 21 16 22 /* Throw a formatted error message without printing a traceback or exiting. */ 17 23 #define KF_THROWSOFTER(MSG, ...) \ ··· 36 42 } \ 37 43 while (0) 38 44 39 - /* Sanity Checking */ 40 45 41 46 #ifdef KF_SANITY_CHECKS 42 47 /* Indicate that the given expression should never resolve to false and throw an error if it manages to. */ ··· 61 66 # define KF_SANITY_CHECK(EXPR, MSG, ...) do { ; } while (0) 62 67 # define KF_UNREACHABLE(MSG, ...) do { ; } while (0) 63 68 #endif 69 + 64 70 65 71 #endif
+2 -2
include/keraforge/player.h
··· 9 9 void kf_player_tick(struct kf_actor *self); 10 10 void kf_player_draw(struct kf_actor *self); 11 11 12 - u8* kf_player_serialize(struct kf_actor *self, size_t *plen); 13 - void kf_player_deserialize(struct kf_actor *self, u8 *data, size_t len); 12 + void kf_player_serialize(struct kf_actor *self, struct bini_stream *bs); 13 + void kf_player_deserialize(struct kf_actor *self, struct bini_stream *bs); 14 14 15 15 #endif
+3
include/keraforge/sprites.h
··· 10 10 Can be used for animations or texture atlases. */ 11 11 struct kf_spritesheet 12 12 { 13 + /* The texture to pull sprites from. */ 13 14 Texture2D texture; 15 + /* Width and height of each sprite in this sheet. */ 14 16 u16 spritewidth, spriteheight; 17 + /* Number of sprites in this sheet. */ 15 18 u32 nsprites; 16 19 }; 17 20
+1 -7
include/keraforge/state.h
··· 8 8 #define KF_NPCPOOL_SIZE 1024 9 9 10 10 11 - /* Stores global variables to be saved alongside the world. Use this for save data. 12 - Do not use pointers here! This gets transmuted into a u8 array for serialization. */ 11 + /* Stores global variables to be saved alongside the world. Use this for save data. */ 13 12 struct kf_state 14 13 { 15 14 /* Do not modify this and do not relocate it. See kf_world for an explanation. */ 16 15 u16 revision; 17 - /* Player data */ 18 - struct { 19 - struct kf_vec2(f32) pos; 20 - } player; 21 - // struct kf_actor npc[KF_NPCPOOL_SIZE]; 22 16 }; 23 17 24 18
+12
include/keraforge/string.h
··· 1 + #ifndef __kf_string__ 2 + #define __kf_string__ 3 + 4 + 5 + #include <keraforge/_header.h> 6 + 7 + 8 + /* Duplicate a string. Owner is expected to free this. */ 9 + char *kf_strdup(char *str); 10 + 11 + 12 + #endif
+3
include/keraforge/time.h
··· 6 6 #include <time.h> 7 7 8 8 9 + /* Execute the given statement(s) and time them, printing 10 + the amount of time it took with loginfo using this format: 11 + "took [<duration>] to <_msg>" */ 9 12 #define kf_timeit(_msg, ...) \ 10 13 do \ 11 14 { \
+11 -11
include/keraforge/world.h
··· 8 8 #include <raylib.h> 9 9 10 10 11 + /* Size of tiles in pixels. */ 11 12 #define KF_TILE_SIZE_PX 16 12 13 14 + /* Number of bits to use for storing tile IDs. See: struct kf_tile. */ 13 15 #define KF_TILE_IDWIDTH 10 16 + /* Number of bits to use for storing tile datum. See: struct kf_tile. */ 14 17 #define KF_TILE_DATAWIDTH 4 15 18 16 - #define KF_TILEID_MAX (1023) /* 2^10-1 */ 19 + /* Number of max tiles. This should be (2^KF_TILE_IDWIDTH-1). */ 20 + #define KF_TILEID_MAX (1023) 17 21 18 22 /* Used to store tile IDs. Stored in 10 bits; max value is 1023! */ 19 23 typedef u16 kf_tileid_t; ··· 31 35 32 36 33 37 /* Represents a singular tile in the world. */ 34 - // struct kf_tile 35 - // { 36 - // kf_tileid_t subid : KF_TILE_IDWIDTH; 37 - // kf_tileid_t id : KF_TILE_IDWIDTH; 38 - // kf_tiledatum_t data : KF_TILE_DATAWIDTH; 39 - // } __attribute__((packed)); 40 38 struct kf_tile 41 39 { 42 - kf_tileid_t subid ;//: KF_TILE_IDWIDTH; 43 - kf_tileid_t id ;//: KF_TILE_IDWIDTH; 44 - kf_tiledatum_t data ;//: KF_TILE_DATAWIDTH; 45 - };// __attribute__((packed)); 40 + kf_tileid_t subid : KF_TILE_IDWIDTH; 41 + kf_tileid_t id : KF_TILE_IDWIDTH; 42 + kf_tiledatum_t data : KF_TILE_DATAWIDTH; 43 + } __attribute__((packed)); 46 44 47 45 /* Represents a world (or a subworld, often called "rooms"). */ 48 46 struct kf_world ··· 93 91 bool transparent; 94 92 }; 95 93 94 + /* Register a tile. */ 96 95 kf_tileid_t kf_addtile(struct kf_tile_opts opts); 96 + /* Register a tile. */ 97 97 #define KF_ADDTILE(...) (kf_addtile((struct kf_tile_opts){ __VA_ARGS__ })) 98 98 99 99 /* Create a world using the given width and height.
+1
include/keraforge.h
··· 18 18 #include <keraforge/player.h> 19 19 #include <keraforge/sprites.h> 20 20 #include <keraforge/state.h> 21 + #include <keraforge/string.h> 21 22 #include <keraforge/time.h> 22 23 #include <keraforge/ui.h> 23 24 #include <keraforge/world.h>
+23
readme
··· 54 54 Develop 55 55 ------- 56 56 57 + Libraries (Debian): 58 + Raylib: 59 + libasound2-dev libx11-dev libxrandr-dev libxi-dev libgl1-mesa-dev libglu1-mesa-dev libxcursor-dev libxinerama-dev libwayland-dev libxkbcommon-dev 60 + Keraforge: 61 + liblzma-dev 62 + 63 + Initialise a development environment: 64 + `sh run.sh init` 65 + 57 66 Build "system" is contained in a folder of shell scripts, 58 67 `scripts`. You can run these with the `run.sh` script to 59 68 run multiple tasks in order. Generally: 60 69 `sh run.sh build run` 61 70 is all you'll need to run while developing. 71 + 72 + Please note that I will be hesitant to accept PRs to this 73 + codebase. I am very nitpicky with my code style and if your 74 + PR does not match it (or if it goes out-of-scope, adds 75 + useless/redundant functions, further pollute global scope, 76 + etc), then I will likely decline the PR or request a number 77 + of changes. Ideally, please communicate with me before 78 + submitting a PR just for it to get closed. You can find my 79 + contact information on my website. I don't want you wasting 80 + your time or effort! 81 + 82 + Additionally, please read through <etc/style.txt> before 83 + attempting to contribute. It'll make your life much easier 84 + if you understand my style *before* attempting a PR. 62 85 63 86 License 64 87 -------
+2 -2
scripts/_config.sh
··· 10 10 export KF_DEBUG_CFLAGS="-g -DKF_SANITY_CHECKS" 11 11 export KF_DEBUG_LFLAGS="-g -rdynamic" 12 12 13 - export CFLAGS="-Wall -Wextra -Werror -std=c99 -Iinclude/ -c -DKF_GNU $KF_DEBUG_CFLAGS" 14 - export LFLAGS="-lraylib -lm -lGL -lpthread -ldl -lrt -lX11 -llzma $KF_DEBUG_LFLAGS" 13 + export CFLAGS="-Wall -Wextra -Werror -std=c99 -Iinclude/ -Iraylib/src/ -c -DKF_GNU $KF_DEBUG_CFLAGS" 14 + export LFLAGS="raylib/src/libraylib.a -lm -lGL -lpthread -ldl -lrt -lX11 -llzma $KF_DEBUG_LFLAGS"
+20
scripts/init.sh
··· 1 + #!/usr/bin/env sh 2 + 3 + set -e 4 + 5 + RAYLIB_VERSION=5.5 6 + 7 + if [ ! -e "raylib.tar.gz" ] 8 + then 9 + curl -Lo raylib.tar.gz https://github.com/raysan5/raylib/archive/refs/tags/$RAYLIB_VERSION.tar.gz 10 + fi 11 + 12 + if [ ! -e "raylib/" ] 13 + then 14 + tar -xkf raylib.tar.gz && mv -v raylib-$RAYLIB_VERSION raylib 15 + fi 16 + 17 + cd raylib/src 18 + make 19 + cd ../.. 20 +
+46 -31
src/actor.c
··· 1 - #include "keraforge/bini.h" 1 + #include "keraforge/actor.h" 2 + #include "keraforge/fs.h" 2 3 #include <keraforge.h> 3 4 #include <stdlib.h> 4 5 #include <raymath.h> ··· 10 11 u32 kf_actor_count = 0; 11 12 12 13 13 - struct kf_actor *kf_actor_new(char *id, struct kf_spritesheet sprites, f32 width, f32 height, bool collides) 14 + struct kf_actor *kf_actor_new(char *key) 14 15 { 15 16 struct kf_actor *actor = calloc(1, sizeof(struct kf_actor)); 16 17 kf_actor_count++; ··· 26 27 kf_actors_last = actor; 27 28 } 28 29 29 - actor->id = id; 30 - actor->sprites = sprites; 31 - actor->size.x = width; 32 - actor->size.y = height; 33 - actor->collide = collides; 30 + actor->id = kf_actor_getregistryid(key); 31 + actor->size.x = 10; 32 + actor->size.y = 10; 33 + actor->collide = true; 34 34 35 35 actor->speed = 25; 36 36 actor->speedmod = 1; ··· 38 38 actor->pointing = kf_north; 39 39 40 40 return actor; 41 + } 42 + 43 + int kf_actor_register(char *key) 44 + { 45 + int id = kf_actorregistry.count++; 46 + kf_actorregistry.key[id] = key; 47 + return id; 41 48 } 42 49 43 50 struct kf_spritesheet kf_actor_loadspritesheet(char *filename) ··· 174 181 175 182 x += (int)(kf_s * (frames+1)) % frames; 176 183 177 - kf_drawsprite(&actor->sprites, actor->pos.x, actor->pos.y, x, y); 184 + kf_drawsprite(&kf_actorregistry.sprite[actor->id], actor->pos.x, actor->pos.y, x, y); 178 185 } 179 186 180 - int kf_actor_getregistryid(char *id) 187 + int kf_actor_getregistryid(char *key) 181 188 { 182 - size_t l = strlen(id); 189 + size_t l = strlen(key); 183 190 for (int i = 0 ; i < kf_actorregistry.count ; i++) 184 191 { 185 - char *c = kf_actorregistry.id[i]; 192 + char *c = kf_actorregistry.key[i]; 186 193 size_t cl = strlen(c); 187 - if (strncmp(c, id, l>cl?l:cl) == 0) 194 + if (strncmp(c, key, l>cl?l:cl) == 0) 188 195 { 189 196 return i; 190 197 } ··· 198 205 199 206 int kf_saveactors(void) 200 207 { 201 - size_t nactors = 0; 202 - 203 208 struct bini_stream *bs = bini_new(); 204 209 205 210 /* kf_actor_count includes unserialized actors, so we have to manually count. */ 211 + size_t nactors = 0; 206 212 for (struct kf_actor *actor = kf_actors ; actor != NULL ; actor = actor->next) 213 + { 214 + if (actor->id == -1) 215 + continue; 207 216 nactors++; 217 + } 208 218 bini_wlu(bs, nactors); 219 + kf_logdbg("expecting to save %lu actors", nactors); 209 220 210 221 for (struct kf_actor *actor = kf_actors ; actor != NULL ; actor = actor->next) 211 222 { 212 - if (!actor->id) 213 - continue; 214 - int id = kf_actor_getregistryid(actor->id); 215 - if (id == -1) 223 + if (actor->id == -1) 216 224 continue; 217 - bini_wstr(bs, actor->id); 218 - kf_actorregistry.serialize[id](actor, bs); 219 - nactors++; 225 + bini_wstr(bs, kf_actorregistry.key[actor->id]); 226 + kf_actorregistry.serialize[actor->id](actor, bs); 220 227 } 221 228 222 229 kf_logdbg("serialized %d actors (%lu bytes)", nactors, bs->len); 223 230 224 231 // char *outfile = compress ? _KF_ACTORFILE_TMP : _KF_ACTORFILE; 225 232 char *outfile = _KF_ACTORFILE; 226 - 227 - FILE *fp = fopen(outfile, "wb"); 228 - if (!fp) 229 - KF_THROW("failed to open %s", outfile); 230 - if (fwrite(bs->buffer, bs->len, 1, fp) != bs->len) 233 + if (!kf_writebin(outfile, bs->buffer, bs->len)) 231 234 KF_THROW("failed to write actors to %s", outfile); 232 - fclose(fp); 233 235 234 236 return 1; 235 237 } ··· 239 241 // char *infile = compress ? _KF_ACTORFILE_TMP : _KF_ACTORFILE; 240 242 char *infile = _KF_ACTORFILE; 241 243 244 + if (!kf_exists(infile)) 245 + { 246 + kf_logdbg("actors.bin nonexistent, creating..."); 247 + kf_saveactors(); 248 + return 1; 249 + } 250 + 242 251 size_t len = 0; 243 252 struct bini_stream bs = { 244 253 .mode = BINI_STREAM, ··· 251 260 kf_logdbg("loaded actors into binary stream: len=%lu", len); 252 261 253 262 const size_t nactors = bini_rlu(&bs); 263 + kf_logdbg("expecting to load %lu actors", nactors); 254 264 255 265 for (size_t i = 0 ; i < nactors ; i++) 256 266 { 257 - char key[4096] = {0}; 258 - bini_rstr(&bs, key); 259 - int id = kf_actor_getregistryid(key); 267 + kf_logdbg("loading actor #%lu", i); 268 + char key[4096]; 269 + size_t n = bini_rstr(&bs, key); 270 + key[n] = '\0'; 271 + char *keycpy = kf_strdup(key); 272 + kf_logdbg(" key: %s", keycpy); 273 + int id = kf_actor_getregistryid(keycpy); 274 + kf_logdbg(" id: %d", id); 260 275 if (id == -1) 261 276 continue; 277 + struct kf_actor *actor = kf_actor_new(keycpy); 262 278 kf_actorregistry.deserialize[id](actor, &bs); 263 - nactors++; 264 279 } 265 280 266 281 kf_logdbg("loaded %d actors", nactors);
+34 -26
src/graphics.c
··· 44 44 45 45 struct kf_state *state = NULL; 46 46 int is_new_state = kf_state_load(&state); 47 + (void)is_new_state; 47 48 kf_window.state = state; 48 49 49 50 struct kf_world *world = NULL; 50 51 kf_timeit("load world", kf_world_load(&world, true, NULL)); 51 52 kf_window.room = world; 52 53 53 - kf_actorregistry.id[0] = "player"; 54 - kf_actorregistry.serialize[0] = kf_player_serialize; 55 - kf_actorregistry.deserialize[0] = kf_player_deserialize; 56 - kf_actorregistry.count++; 54 + int idplayer = kf_actor_register("player"); 55 + kf_actorregistry.serialize[idplayer] = kf_player_serialize; 56 + kf_actorregistry.deserialize[idplayer] = kf_player_deserialize; 57 + kf_actorregistry.sprite[idplayer] = kf_actor_loadspritesheet("data/res/img/char/template.png"); 58 + kf_actorregistry.tick[idplayer] = kf_player_tick; 59 + kf_actorregistry.draw[idplayer] = kf_player_draw; 57 60 58 - struct kf_actor *player = kf_actor_new("player", kf_actor_loadspritesheet("data/res/img/char/template.png"), 10, 10, true); 59 - player->sizeoffset.y = 6; 60 - player->tick = kf_player_tick; 61 - player->draw = kf_player_draw; 62 - player->controlled = true; 63 - if (is_new_state) /* place the player in the centre of the room */ 61 + int idplayer2 = kf_actor_register("player2"); 62 + kf_actorregistry.serialize[idplayer2] = kf_player_serialize; 63 + kf_actorregistry.deserialize[idplayer2] = kf_player_deserialize; 64 + kf_actorregistry.sprite[idplayer2] = kf_actor_loadspritesheet("data/res/img/char/whom.png"); 65 + kf_actorregistry.tick[idplayer2] = kf_player_tick; 66 + kf_actorregistry.draw[idplayer2] = kf_player_draw; 67 + 68 + if (!kf_exists("data/actors.bin")) 64 69 { 65 - state->player.pos.x = world->width * KF_TILE_SIZE_PX / 2.0f; 66 - state->player.pos.y = world->width * KF_TILE_SIZE_PX / 2.0f; 70 + struct kf_actor *player = kf_actor_new("player"); 71 + player->controlled = true; 72 + player->pos.x = world->width * KF_TILE_SIZE_PX / 2.0f; 73 + player->pos.y = world->width * KF_TILE_SIZE_PX / 2.0f; 74 + 75 + struct kf_actor *player2 = kf_actor_new("player2"); 76 + player2->pos.x = world->width * KF_TILE_SIZE_PX / 2.0f; 77 + player2->pos.y = (world->width * KF_TILE_SIZE_PX / 2.0f) - 32; 78 + 79 + kf_timeit("save actors", kf_saveactors()); 67 80 } 68 - player->pos.x = state->player.pos.x; 69 - player->pos.y = state->player.pos.y; 70 - kf_window.player = player; 81 + else 82 + { 83 + kf_timeit("load actors", kf_loadactors()); 84 + } 71 85 72 - struct kf_actor *player2 = kf_actor_new("player", kf_actor_loadspritesheet("data/res/img/char/whom.png"), 10, 10, true); 73 - player2->sizeoffset.y = 6; 74 - player2->tick = kf_player_tick; /* when controlled is false, player_tick won't process keybinds */ 75 - player2->draw = kf_player_draw; 76 - player2->pos.x = player->pos.x; 77 - player2->pos.y = player->pos.y - 24; 86 + kf_window.player = kf_actors; /* player should always be the first actor. */ 78 87 79 - kf_window.cam.target.x = player->pos.x + (player->size.x / 2); 80 - kf_window.cam.target.y = player->pos.y + (player->size.y / 2); 88 + kf_window.cam.target.x = kf_window.player->pos.x + (kf_window.player->size.x / 2); 89 + kf_window.cam.target.y = kf_window.player->pos.y + (kf_window.player->size.y / 2); 81 90 kf_window.cam.zoom = 2; 82 91 83 92 kf_setmodal(&kf_modal_play); ··· 132 141 133 142 kf_saveactors(); 134 143 135 - kf_window.state->player.pos = kf_window.player->pos; 136 144 kf_state_save(kf_window.state); 137 145 138 146 free(kf_window.player); ··· 181 189 { 182 190 // kf_window.player->tick(kf_window.player); 183 191 for (struct kf_actor *actor = kf_actors ; actor != NULL ; actor = actor->next) 184 - actor->tick(actor); 192 + kf_actorregistry.tick[actor->id](actor); 185 193 186 194 Vector2 v = GetScreenToWorld2D(GetMousePosition(), kf_window.cam); 187 195 kf_window.select.x = v.x / KF_TILE_SIZE_PX; ··· 213 221 // kf_world_drawcolliders(world, player, cam); 214 222 // kf_window.player->draw(kf_window.player); 215 223 for (struct kf_actor *actor = kf_actors ; actor != NULL ; actor = actor->next) 216 - actor->draw(actor); 224 + kf_actorregistry.draw[actor->id](actor); 217 225 } 218 226 219 227 static
+9 -15
src/player.c
··· 1 + #include "keraforge/bini.h" 1 2 #include <keraforge.h> 2 3 3 4 ··· 81 82 } 82 83 } 83 84 84 - 85 - struct _kf_serialized_player 86 - { 87 - struct kf_vec2(f32) pos; 88 - }; 89 - 90 - u8* kf_player_serialize(struct kf_actor *self, size_t *plen) 85 + void kf_player_serialize(struct kf_actor *self, struct bini_stream *bs) 91 86 { 92 - *plen = sizeof(struct _kf_serialized_player); 93 - struct _kf_serialized_player *s = malloc(*plen); 94 - s->pos = self->pos; 95 - return (u8 *)s; 87 + bini_wf(bs, self->pos.x); 88 + bini_wf(bs, self->pos.y); 89 + bini_wb(bs, self->controlled); 96 90 } 97 91 98 - void kf_player_deserialize(struct kf_actor *self, u8 *data, size_t len) 92 + void kf_player_deserialize(struct kf_actor *self, struct bini_stream *bs) 99 93 { 100 - (void)len; 101 - struct _kf_serialized_player *s = (struct _kf_serialized_player *)data; 102 - self->pos = s->pos; 94 + self->pos.x = bini_rf(bs); 95 + self->pos.y = bini_rf(bs); 96 + self->controlled = bini_rb(bs); 103 97 }
+13
src/string.c
··· 1 + #include <keraforge.h> 2 + 3 + #include <string.h> 4 + 5 + 6 + char *kf_strdup(char *str) 7 + { 8 + size_t n = strlen(str); 9 + char *s = malloc(n + 1); 10 + strcpy(s, str); 11 + s[n] = '\0'; 12 + return s; 13 + }
+13 -2
todo
··· 10 10 . Core 11 11 . World 12 12 x Tiles 13 - . Actors 13 + / Actors 14 + x Rendering 15 + x Serialization 16 + . NPC paths (i.e, walking to/from locations. Stardew Valley style) 14 17 x Compression 15 18 . Compress without saving the world binary as an intermediate step. 16 - All I need to do for this is adapt the compression functions to have an in-memory (`u8 *`) compression equivalent instead of just `FILE *` compression. 19 + 20 + All I need to do for this is adapt the compression functions to have an 21 + in-memory (`u8 *`) compression equivalent instead of just `FILE *` 22 + compression. 23 + 24 + Another good option would be to implement compression support in Bini, 25 + i.e, a function that compresses a binary stream's buffer. I would 26 + also need to mark the stream as read-only until a flush occurs, though. 17 27 . Dialogue 18 28 . Quests 29 + . UI+layout library 19 30 . Combat 20 31 . Character Stats 21 32 . (De)Buffs