Separate example game to Example.GameLib.
This commit is contained in:
59
Example.GameLib/Makefile
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59
Example.GameLib/Makefile
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@@ -0,0 +1,59 @@
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VERBOSE_BUILD := false
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GAMELIB_DIR := ..
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GameLibConfig := $(GAMELIB_DIR)/gamelib-config
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LIBS := $(shell $(GameLibConfig) --libs)
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STATICLIBS := $(shell $(GameLibConfig) --static-libs)
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CFLAGS := $(shell $(GameLibConfig) --cflags)
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PLATFORM := $(shell $(GameLibConfig) --platform)
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EXEEXT := $(shell $(GameLibConfig) --exe-extension)
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LDFLAGS :=
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RES_GAME := game$(EXEEXT)
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BUILDDIR := build-$(PLATFORM)
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IsMinGW := $(findstring MINGW,$(shell uname -s)) $(findstring MSYS,$(shell uname -s))
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IsDarwin := $(findstring Darwin,$(shell uname -s))
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ifneq (,$(IsMinGW))
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TARGET_ARCH := mingw
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else
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ifneq (,$(IsDarwin))
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TARGET_ARCH := macosx
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else
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TARGET_ARCH := linux
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endif
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endif
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ifeq ($(TARGET_ARCH),mingw)
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CC := gcc
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AR := ar
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LAUNCHER :=
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RM := rm -rf
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MKDIR := mkdir
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ECHO := echo
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SLASH := /
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endif
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ifeq ($(TARGET_ARCH),linux)
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CC := gcc
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AR := ar
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LAUNCHER :=
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RM := rm -rf
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MKDIR := mkdir
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ECHO := echo
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SLASH := /
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endif
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ifeq ($(TARGET_ARCH),macosx)
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CC := gcc
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AR := ar
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LAUNCHER :=
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RM := rm -rf
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MKDIR := mkdir
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ECHO := echo
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VERBOSE_BUILD := false
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SLASH := /
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LIBS := $(LIBS) macosx/SDLMain.m
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endif
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include Makefile.common.mk
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74
Example.GameLib/Makefile.common.mk
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74
Example.GameLib/Makefile.common.mk
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@@ -0,0 +1,74 @@
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########################
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# Utility Declarations #
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########################
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ifeq ($(VERBOSE_BUILD),true)
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DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
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DO_CXX=$(CXX) $(CFLAGS) -o $@ -c $<
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else
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DO_CC=@$(ECHO) "CC: $@" ;\
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$(CC) $(CFLAGS) -o $@ -c $<
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DO_CXX=@$(ECHO) "CXX: $@" ;\
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$(CXX) $(CFLAGS) -o $@ -c $<
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endif
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#####################
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# Game Declarations #
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#####################
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GAME_HEADS := $(GAMELIB_HEADS) Game$(SLASH)GameEnts.h Game$(SLASH)GameMap.h
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GAME_OBJS := \
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameEnts.o \
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameMap.o \
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)main.o
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RES_GAME_OUT := $(BUILDDIR)$(SLASH)$(RES_GAME)
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#################
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# General Rules #
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#################
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.FORCE:
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(cd $(GAMELIB_DIR) && make lib $(GAMELIB_MAKEPARAMS))
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all: .FORCE $(BUILDDIR) $(RES_GAME_OUT)
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$(BUILDDIR):
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$(MKDIR) $(BUILDDIR)
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$(MKDIR) $(BUILDDIR)$(SLASH)Game.o
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full-clean: clean
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(cd $(GAMELIB_DIR) && make clean $(GAMELIB_MAKEPARAMS))
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clean:
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$(RM) $(GAME_OBJS) $(RES_GAME_OUT)
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run: $(BUILDDIR) $(RES_GAME_OUT)
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$(LAUNCHER) ./$(RES_GAME_OUT) debug
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rebuild: clean all
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##############
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# Game Rules #
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##############
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameEnts.o: src$(SLASH)GameEnts.c $(HEADS)
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$(DO_CC)
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)GameMap.o: src$(SLASH)GameMap.c $(HEADS)
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$(DO_CC)
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$(BUILDDIR)$(SLASH)Game.o$(SLASH)main.o: src$(SLASH)main.c $(HEADS)
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$(DO_CC)
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################
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# Result Rules #
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################
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$(RES_GAME_OUT): $(GAME_OBJS)
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@$(ECHO) "LINK: $@"
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@$(CC) $(GAME_OBJS) $(STATICLIBS) -o $(RES_GAME_OUT) $(LIBS) $(CFLAGS) $(LDFLAGS)
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31
Example.GameLib/Makefile.emscripten.mk
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31
Example.GameLib/Makefile.emscripten.mk
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@@ -0,0 +1,31 @@
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CC := emcc
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AR := emar
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LAUNCHER := emrun --port 8080
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RM := del
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MKDIR := mkdir
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ECHO := echo
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VERBOSE_BUILD := true
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SLASH := \\
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GAMELIB_DIR := ..
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GAMELIB_MAKEPARAMS := -f Makefile.emscripten.mk target=release
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LIBS :=
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STATICLIBS := $(GAMELIB_DIR)$(SLASH)build-emscripten$(SLASH)libgame.a
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CFLAGS := -s FULL_ES2=1 -s ASM_JS=1 -O1 -Wno-implicit-function-declaration -DEMSCRIPTEN -I$(GAMELIB_DIR)$(SLASH)src
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PLATFORM := emscripten
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EXEEXT := .html
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LDFLAGS := --preload-file data -s TOTAL_MEMORY=134217728 -lidbfs.js
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RES_GAME := game$(EXEEXT)
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BUILDDIR := build-$(PLATFORM)
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ifeq ($(target),release)
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CFLAGS := $(CFLAGS) -O2
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BUILDDIR := build-emscripten-release
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GAMELIB_MAKEPARAMS := -f Makefile.emscripten.mk target=release
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endif
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include Makefile.common.mk
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BIN
Example.GameLib/data/background.png
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BIN
Example.GameLib/data/background.png
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Binary file not shown.
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After Width: | Height: | Size: 18 KiB |
BIN
Example.GameLib/data/block.png
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BIN
Example.GameLib/data/block.png
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Binary file not shown.
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After Width: | Height: | Size: 4.2 KiB |
71
Example.GameLib/data/level_01.txt
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71
Example.GameLib/data/level_01.txt
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@@ -0,0 +1,71 @@
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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################## ##
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###############
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#############
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#############
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##############
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########## ###
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######### ###
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######## ##
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######## ##
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######## ## |||||
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########
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#########
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##########
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###########
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############
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#############
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######## ## #
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######### ###
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######## ## #
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#############
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#############
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########
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##########
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########
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###########
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########
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########
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############
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########
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#############
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########
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########
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######## #
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######## #
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########
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########
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########
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######## P
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########
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########
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########
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########
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########
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########
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########
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########
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#########
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########
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########
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#########
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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######################
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BIN
Example.GameLib/data/platform.png
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BIN
Example.GameLib/data/platform.png
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Binary file not shown.
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After Width: | Height: | Size: 652 B |
BIN
Example.GameLib/data/player.png
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BIN
Example.GameLib/data/player.png
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Binary file not shown.
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After Width: | Height: | Size: 1.1 KiB |
11
Example.GameLib/dist-emscripten.cmd
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11
Example.GameLib/dist-emscripten.cmd
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@@ -0,0 +1,11 @@
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call c:\emsdk\emsdk_env.bat
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make -f Makefile.emscripten.mk target=release full-clean
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make -f Makefile.emscripten.mk target=release
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mkdir DIST\web
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copy web\* DIST\web\
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copy build-emscripten-release\game.* DIST\web\
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pause
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384
Example.GameLib/macosx/SDLMain.m
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384
Example.GameLib/macosx/SDLMain.m
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@@ -0,0 +1,384 @@
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/* SDLMain.m - main entry point for our Cocoa-ized SDL app
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Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
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Non-NIB-Code & other changes: Max Horn <max@quendi.de>
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Feel free to customize this file to suit your needs
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*/
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#include <SDL/SDL.h>
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#import <Cocoa/Cocoa.h>
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@interface SDLMain : NSObject
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@end
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#include <sys/param.h> /* for MAXPATHLEN */
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#include <unistd.h>
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/* For some reaon, Apple removed setAppleMenu from the headers in 10.4,
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but the method still is there and works. To avoid warnings, we declare
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it ourselves here. */
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@interface NSApplication(SDL_Missing_Methods)
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- (void)setAppleMenu:(NSMenu *)menu;
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@end
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/* Use this flag to determine whether we use SDLMain.nib or not */
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#define SDL_USE_NIB_FILE 0
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/* Use this flag to determine whether we use CPS (docking) or not */
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#define SDL_USE_CPS 1
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#ifdef SDL_USE_CPS
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/* Portions of CPS.h */
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typedef struct CPSProcessSerNum
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{
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UInt32 lo;
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UInt32 hi;
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} CPSProcessSerNum;
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extern OSErr CPSGetCurrentProcess( CPSProcessSerNum *psn);
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extern OSErr CPSEnableForegroundOperation( CPSProcessSerNum *psn, UInt32 _arg2, UInt32 _arg3, UInt32 _arg4, UInt32 _arg5);
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extern OSErr CPSSetFrontProcess( CPSProcessSerNum *psn);
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#endif /* SDL_USE_CPS */
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static int gArgc;
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static char **gArgv;
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static BOOL gFinderLaunch;
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static BOOL gCalledAppMainline = FALSE;
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static NSString *getApplicationName(void)
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{
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const NSDictionary *dict;
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NSString *appName = 0;
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/* Determine the application name */
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dict = (const NSDictionary *)CFBundleGetInfoDictionary(CFBundleGetMainBundle());
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if (dict)
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appName = [dict objectForKey: @"CFBundleName"];
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if (![appName length])
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appName = [[NSProcessInfo processInfo] processName];
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return appName;
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}
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#if SDL_USE_NIB_FILE
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/* A helper category for NSString */
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@interface NSString (ReplaceSubString)
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- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString;
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@end
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#endif
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@interface NSApplication (SDLApplication)
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@end
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@implementation NSApplication (SDLApplication)
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/* Invoked from the Quit menu item */
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- (void)terminate:(id)sender
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{
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/* Post a SDL_QUIT event */
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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}
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@end
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/* The main class of the application, the application's delegate */
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@implementation SDLMain
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/* Set the working directory to the .app's parent directory */
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- (void) setupWorkingDirectory:(BOOL)shouldChdir
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{
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if (shouldChdir)
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{
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char parentdir[MAXPATHLEN];
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CFURLRef url = CFBundleCopyBundleURL(CFBundleGetMainBundle());
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CFURLRef url2 = CFURLCreateCopyDeletingLastPathComponent(0, url);
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if (CFURLGetFileSystemRepresentation(url2, 1, (UInt8 *)parentdir, MAXPATHLEN)) {
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chdir(parentdir); /* chdir to the binary app's parent */
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}
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CFRelease(url);
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CFRelease(url2);
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}
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}
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#if SDL_USE_NIB_FILE
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/* Fix menu to contain the real app name instead of "SDL App" */
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- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName
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{
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NSRange aRange;
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NSEnumerator *enumerator;
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NSMenuItem *menuItem;
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aRange = [[aMenu title] rangeOfString:@"SDL App"];
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if (aRange.length != 0)
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[aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]];
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enumerator = [[aMenu itemArray] objectEnumerator];
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while ((menuItem = [enumerator nextObject]))
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{
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aRange = [[menuItem title] rangeOfString:@"SDL App"];
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if (aRange.length != 0)
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[menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]];
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if ([menuItem hasSubmenu])
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[self fixMenu:[menuItem submenu] withAppName:appName];
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}
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}
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#else
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static void setApplicationMenu(void)
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{
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/* warning: this code is very odd */
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NSMenu *appleMenu;
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NSMenuItem *menuItem;
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NSString *title;
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NSString *appName;
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appName = getApplicationName();
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appleMenu = [[NSMenu alloc] initWithTitle:@""];
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/* Add menu items */
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title = [@"About " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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title = [@"Hide " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(hide:) keyEquivalent:@"h"];
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menuItem = (NSMenuItem *)[appleMenu addItemWithTitle:@"Hide Others" action:@selector(hideOtherApplications:) keyEquivalent:@"h"];
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[menuItem setKeyEquivalentModifierMask:(NSAlternateKeyMask|NSCommandKeyMask)];
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[appleMenu addItemWithTitle:@"Show All" action:@selector(unhideAllApplications:) keyEquivalent:@""];
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[appleMenu addItem:[NSMenuItem separatorItem]];
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title = [@"Quit " stringByAppendingString:appName];
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[appleMenu addItemWithTitle:title action:@selector(terminate:) keyEquivalent:@"q"];
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/* Put menu into the menubar */
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menuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
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[menuItem setSubmenu:appleMenu];
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[[NSApp mainMenu] addItem:menuItem];
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/* Tell the application object that this is now the application menu */
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[NSApp setAppleMenu:appleMenu];
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/* Finally give up our references to the objects */
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[appleMenu release];
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[menuItem release];
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}
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/* Create a window menu */
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static void setupWindowMenu(void)
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{
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NSMenu *windowMenu;
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NSMenuItem *windowMenuItem;
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NSMenuItem *menuItem;
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windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
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/* "Minimize" item */
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menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"];
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[windowMenu addItem:menuItem];
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[menuItem release];
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/* Put menu into the menubar */
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windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""];
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[windowMenuItem setSubmenu:windowMenu];
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[[NSApp mainMenu] addItem:windowMenuItem];
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/* Tell the application object that this is now the window menu */
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[NSApp setWindowsMenu:windowMenu];
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/* Finally give up our references to the objects */
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[windowMenu release];
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[windowMenuItem release];
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}
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/* Replacement for NSApplicationMain */
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static void CustomApplicationMain (int argc, char **argv)
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{
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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SDLMain *sdlMain;
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/* Ensure the application object is initialised */
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[NSApplication sharedApplication];
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#ifdef SDL_USE_CPS
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{
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CPSProcessSerNum PSN;
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/* Tell the dock about us */
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if (!CPSGetCurrentProcess(&PSN))
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if (!CPSEnableForegroundOperation(&PSN,0x03,0x3C,0x2C,0x1103))
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if (!CPSSetFrontProcess(&PSN))
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[NSApplication sharedApplication];
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}
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#endif /* SDL_USE_CPS */
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/* Set up the menubar */
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[NSApp setMainMenu:[[NSMenu alloc] init]];
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setApplicationMenu();
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setupWindowMenu();
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/* Create SDLMain and make it the app delegate */
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sdlMain = [[SDLMain alloc] init];
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[NSApp setDelegate:sdlMain];
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/* Start the main event loop */
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[NSApp run];
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[sdlMain release];
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[pool release];
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||||
}
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||||
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#endif
|
||||
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||||
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||||
/*
|
||||
* Catch document open requests...this lets us notice files when the app
|
||||
* was launched by double-clicking a document, or when a document was
|
||||
* dragged/dropped on the app's icon. You need to have a
|
||||
* CFBundleDocumentsType section in your Info.plist to get this message,
|
||||
* apparently.
|
||||
*
|
||||
* Files are added to gArgv, so to the app, they'll look like command line
|
||||
* arguments. Previously, apps launched from the finder had nothing but
|
||||
* an argv[0].
|
||||
*
|
||||
* This message may be received multiple times to open several docs on launch.
|
||||
*
|
||||
* This message is ignored once the app's mainline has been called.
|
||||
*/
|
||||
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
||||
{
|
||||
const char *temparg;
|
||||
size_t arglen;
|
||||
char *arg;
|
||||
char **newargv;
|
||||
|
||||
if (!gFinderLaunch) /* MacOS is passing command line args. */
|
||||
return FALSE;
|
||||
|
||||
if (gCalledAppMainline) /* app has started, ignore this document. */
|
||||
return FALSE;
|
||||
|
||||
temparg = [filename UTF8String];
|
||||
arglen = SDL_strlen(temparg) + 1;
|
||||
arg = (char *) SDL_malloc(arglen);
|
||||
if (arg == NULL)
|
||||
return FALSE;
|
||||
|
||||
newargv = (char **) realloc(gArgv, sizeof (char *) * (gArgc + 2));
|
||||
if (newargv == NULL)
|
||||
{
|
||||
SDL_free(arg);
|
||||
return FALSE;
|
||||
}
|
||||
gArgv = newargv;
|
||||
|
||||
SDL_strlcpy(arg, temparg, arglen);
|
||||
gArgv[gArgc++] = arg;
|
||||
gArgv[gArgc] = NULL;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
/* Called when the internal event loop has just started running */
|
||||
- (void) applicationDidFinishLaunching: (NSNotification *) note
|
||||
{
|
||||
int status;
|
||||
|
||||
/* Set the working directory to the .app's parent directory */
|
||||
[self setupWorkingDirectory:gFinderLaunch];
|
||||
|
||||
#if SDL_USE_NIB_FILE
|
||||
/* Set the main menu to contain the real app name instead of "SDL App" */
|
||||
[self fixMenu:[NSApp mainMenu] withAppName:getApplicationName()];
|
||||
#endif
|
||||
|
||||
/* Hand off to main application code */
|
||||
gCalledAppMainline = TRUE;
|
||||
status = SDL_main (gArgc, gArgv);
|
||||
|
||||
/* We're done, thank you for playing */
|
||||
exit(status);
|
||||
}
|
||||
@end
|
||||
|
||||
|
||||
@implementation NSString (ReplaceSubString)
|
||||
|
||||
- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString
|
||||
{
|
||||
unsigned int bufferSize;
|
||||
unsigned int selfLen = [self length];
|
||||
unsigned int aStringLen = [aString length];
|
||||
unichar *buffer;
|
||||
NSRange localRange;
|
||||
NSString *result;
|
||||
|
||||
bufferSize = selfLen + aStringLen - aRange.length;
|
||||
buffer = (unichar *)NSAllocateMemoryPages(bufferSize*sizeof(unichar));
|
||||
|
||||
/* Get first part into buffer */
|
||||
localRange.location = 0;
|
||||
localRange.length = aRange.location;
|
||||
[self getCharacters:buffer range:localRange];
|
||||
|
||||
/* Get middle part into buffer */
|
||||
localRange.location = 0;
|
||||
localRange.length = aStringLen;
|
||||
[aString getCharacters:(buffer+aRange.location) range:localRange];
|
||||
|
||||
/* Get last part into buffer */
|
||||
localRange.location = aRange.location + aRange.length;
|
||||
localRange.length = selfLen - localRange.location;
|
||||
[self getCharacters:(buffer+aRange.location+aStringLen) range:localRange];
|
||||
|
||||
/* Build output string */
|
||||
result = [NSString stringWithCharacters:buffer length:bufferSize];
|
||||
|
||||
NSDeallocateMemoryPages(buffer, bufferSize);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
|
||||
|
||||
#ifdef main
|
||||
# undef main
|
||||
#endif
|
||||
|
||||
|
||||
/* Main entry point to executable - should *not* be SDL_main! */
|
||||
int main (int argc, char **argv)
|
||||
{
|
||||
/* Copy the arguments into a global variable */
|
||||
/* This is passed if we are launched by double-clicking */
|
||||
if ( argc >= 2 && strncmp (argv[1], "-psn", 4) == 0 ) {
|
||||
gArgv = (char **) SDL_malloc(sizeof (char *) * 2);
|
||||
gArgv[0] = argv[0];
|
||||
gArgv[1] = NULL;
|
||||
gArgc = 1;
|
||||
gFinderLaunch = YES;
|
||||
} else {
|
||||
int i;
|
||||
gArgc = argc;
|
||||
gArgv = (char **) SDL_malloc(sizeof (char *) * (argc+1));
|
||||
for (i = 0; i <= argc; i++)
|
||||
gArgv[i] = argv[i];
|
||||
gFinderLaunch = NO;
|
||||
}
|
||||
|
||||
#if SDL_USE_NIB_FILE
|
||||
NSApplicationMain (argc, argv);
|
||||
#else
|
||||
CustomApplicationMain (argc, argv);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
184
Example.GameLib/src/GameEnts.c
Normal file
184
Example.GameLib/src/GameEnts.c
Normal file
@@ -0,0 +1,184 @@
|
||||
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "GameLib.h"
|
||||
extern int gamelib_debug;
|
||||
|
||||
#include "GameEnts.h"
|
||||
|
||||
DrawImg img_player;
|
||||
DrawImg img_platform;
|
||||
DrawImg img_block;
|
||||
|
||||
Entity ent_Player;
|
||||
Entity ent_Platform;
|
||||
Entity ent_Block;
|
||||
|
||||
int EntityApplyGravity(Entity e) {
|
||||
float grav = 10.0f;
|
||||
float vTerminal = 50.0f;
|
||||
vec2 vGrav;
|
||||
|
||||
// Only apply gravity to some entity types
|
||||
if (!(e->type == Ent_Player || 0)) {
|
||||
return (1);
|
||||
}
|
||||
|
||||
// Apply gravity
|
||||
vec2_set(vGrav, 0.0f, grav);
|
||||
Entity_AddVelLimit(e, vGrav, vTerminal);
|
||||
|
||||
return (1);
|
||||
}
|
||||
|
||||
void player_proc(Entity e, int ft) {
|
||||
float acel = 8.0f;
|
||||
float maxVel = 30.0f;
|
||||
float jumpVel = 50.0f;
|
||||
float airMovementFactor = 0.1f;
|
||||
|
||||
|
||||
// Process elasticity
|
||||
float entityScale[2];
|
||||
Entity_GetScale(e, entityScale);
|
||||
entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
|
||||
entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
|
||||
Entity_SetScale(e, entityScale);
|
||||
|
||||
|
||||
if (e->A > 0) {
|
||||
if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
|
||||
Input_GetKey(InputKey_Up) == InputKey_Pressed) {
|
||||
|
||||
// Apply jump
|
||||
if (e->vel[1] > (-jumpVel)) {
|
||||
e->vel[1] = -jumpVel;
|
||||
}
|
||||
Entity_CalcBBox(e);
|
||||
|
||||
Entity_SetScale(e, (float[2]){0.6f, 1.4f});
|
||||
|
||||
// FIXME: play sound
|
||||
}
|
||||
if (Input_GetKey(InputKey_Left)) {
|
||||
vec2 left;
|
||||
|
||||
// Apply left movement
|
||||
vec2_set(left, -acel, 0.0f);
|
||||
Entity_AddVelLimit(e, left, maxVel);
|
||||
}
|
||||
if (Input_GetKey(InputKey_Right)) {
|
||||
vec2 right;
|
||||
|
||||
// Apply right movement
|
||||
vec2_set(right, acel, 0.0f);
|
||||
Entity_AddVelLimit(e, right, maxVel);
|
||||
}
|
||||
} else {
|
||||
if (Input_GetKey(InputKey_Left)) {
|
||||
vec2 left;
|
||||
|
||||
// Apply left movement
|
||||
vec2_set(left, -(acel * airMovementFactor), 0.0f);
|
||||
Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
|
||||
}
|
||||
if (Input_GetKey(InputKey_Right)) {
|
||||
vec2 right;
|
||||
|
||||
// Apply right movement
|
||||
vec2_set(right, acel * airMovementFactor, 0.0f);
|
||||
Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
|
||||
}
|
||||
}
|
||||
if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
|
||||
Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
|
||||
Entity_SetScale(e, (float[2]){1.0f, 1.0f});
|
||||
}
|
||||
|
||||
e->A = 0;
|
||||
}
|
||||
|
||||
void player_postproc(Entity e, int ft){
|
||||
|
||||
// Scroll View
|
||||
GameLib_MoveToPos(e->pos, 0.6f);
|
||||
//GameLib_MoveToPos(e->pos, 1.0f);
|
||||
}
|
||||
|
||||
int player_collision(Entity ent, Entity ent2, float t, vec2 n){
|
||||
if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
|
||||
ent->A = 1;
|
||||
}
|
||||
|
||||
if (fabs(n[0]) > fabs(n[1])) {
|
||||
float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
|
||||
if (intensity > 0) {
|
||||
Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
|
||||
}
|
||||
} else {
|
||||
float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
|
||||
if (intensity > 0) {
|
||||
Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void GameEnts_Init() {
|
||||
|
||||
/////////////////////////////
|
||||
// Load and initialize media.
|
||||
//
|
||||
|
||||
img_player = Draw_LoadImage("data/player.png");
|
||||
img_platform = Draw_LoadImage("data/platform.png");
|
||||
img_block = Draw_LoadImage("data/block.png");
|
||||
|
||||
/////////////////////////
|
||||
// Initialize entity types.
|
||||
//
|
||||
|
||||
ent_Player = Entity_New();
|
||||
ent_Player->type = Ent_Player;
|
||||
// ent_Player->flags=EntityFlag_Light;
|
||||
// Entity_SetLight(ent_Player,.2,.2,.2,200);
|
||||
ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
|
||||
ent_Player->zorder = 0;
|
||||
AnimPlay_SetImg(&ent_Player->anim, img_player);
|
||||
ent_Player->proc = player_proc;
|
||||
ent_Player->postproc = player_postproc;
|
||||
ent_Player->collision = player_collision;
|
||||
ent_Player->mass = 1.0f;
|
||||
ent_Player->radius = 12;
|
||||
ent_Player->width = 24;
|
||||
ent_Player->height = 24;
|
||||
ent_Player->fric_static = 0.0f;
|
||||
ent_Player->fric_dynamic = 0.2f;
|
||||
|
||||
ent_Platform = Entity_New();
|
||||
ent_Platform->type = Ent_Platform;
|
||||
ent_Platform->flags = EntityFlag_PlatformCollision;
|
||||
ent_Platform->zorder = -1;
|
||||
AnimPlay_SetImg(&ent_Platform->anim, img_platform);
|
||||
ent_Platform->mass = 0.0f;
|
||||
ent_Platform->radius = 12;
|
||||
ent_Platform->width = 64;
|
||||
ent_Platform->height = 16;
|
||||
ent_Platform->fric_static = 0.0f;
|
||||
ent_Platform->fric_dynamic = 0.2f;
|
||||
|
||||
ent_Block = Entity_New();
|
||||
ent_Block->type = Ent_Block;
|
||||
ent_Block->flags = EntityFlag_BlockCollision;
|
||||
ent_Block->zorder = -1;
|
||||
AnimPlay_SetImg(&ent_Block->anim, img_block);
|
||||
ent_Block->mass = 0.0f;
|
||||
ent_Block->radius = 32;
|
||||
ent_Block->width = 64;
|
||||
ent_Block->height = 64;
|
||||
ent_Block->fric_static = 0.0f;
|
||||
ent_Block->fric_dynamic = 0.2f;
|
||||
}
|
||||
19
Example.GameLib/src/GameEnts.h
Normal file
19
Example.GameLib/src/GameEnts.h
Normal file
@@ -0,0 +1,19 @@
|
||||
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
|
||||
|
||||
#ifndef _GAMEENTS_H_
|
||||
#define _GAMEENTS_H_
|
||||
|
||||
|
||||
#define Ent_Player 1
|
||||
#define Ent_Platform 2
|
||||
#define Ent_Block 3
|
||||
|
||||
extern Entity ent_Player;
|
||||
extern Entity ent_Platform;
|
||||
extern Entity ent_Block;
|
||||
|
||||
int EntityApplyGravity(Entity e);
|
||||
|
||||
void GameEnts_Init();
|
||||
|
||||
#endif
|
||||
115
Example.GameLib/src/GameMap.c
Normal file
115
Example.GameLib/src/GameMap.c
Normal file
@@ -0,0 +1,115 @@
|
||||
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "GameLib.h"
|
||||
|
||||
#include "GameEnts.h"
|
||||
#include "GameMap.h"
|
||||
|
||||
int ReadLine(FILE *f, char *line, int max) {
|
||||
int c;
|
||||
int i = 0;
|
||||
while (i < (max - 1)) {
|
||||
c = fgetc(f);
|
||||
if (c == EOF) {
|
||||
line[i] = 0;
|
||||
return (-1);
|
||||
}
|
||||
if (c == '\r') {
|
||||
continue;
|
||||
}
|
||||
if (c == '\n') {
|
||||
line[i] = 0;
|
||||
return (i);
|
||||
}
|
||||
line[i] = c;
|
||||
i++;
|
||||
}
|
||||
line[i] = 0;
|
||||
return (i);
|
||||
}
|
||||
|
||||
Entity GameMapAux_CreateEnt(Entity ent, int i, int j, int res) {
|
||||
Entity e;
|
||||
vec2 pos;
|
||||
e = Entity_Copy(ent);
|
||||
vec2_set(pos, (res / 2) + i * res, (res / 2) + j * res);
|
||||
vec2_plus(e->pos, e->pos, pos);
|
||||
Entity_CalcBBox(e);
|
||||
GameLib_AddEntity(e);
|
||||
return (e);
|
||||
}
|
||||
|
||||
#define MaxLineLen 1024
|
||||
|
||||
int GameMap_LoadLevel(char *filename, int res) {
|
||||
FILE *file;
|
||||
char line[MaxLineLen];
|
||||
int len, i, j;
|
||||
int width, height;
|
||||
char *map;
|
||||
|
||||
// Open the file
|
||||
file = fopen(filename, "rb");
|
||||
if (!file) {
|
||||
return (0);
|
||||
}
|
||||
|
||||
// Read the file to determine sizes
|
||||
width = 0;
|
||||
height = 0;
|
||||
do {
|
||||
len = ReadLine(file, line, MaxLineLen);
|
||||
if (len > -1) {
|
||||
if (len > height) {
|
||||
height = len;
|
||||
}
|
||||
width++;
|
||||
}
|
||||
} while (len > -1);
|
||||
fseek(file, 0, SEEK_SET);
|
||||
|
||||
// Build the map
|
||||
map = malloc(sizeof(char) * width * height);
|
||||
memset(map, 0, width * height);
|
||||
#define MAP(x, y) map[(x) + ((y)*width)]
|
||||
j = 0;
|
||||
do {
|
||||
len = ReadLine(file, line, MaxLineLen);
|
||||
for (i = 0; i < len; i++) {
|
||||
MAP(j, (height - 1) - i) = line[i];
|
||||
}
|
||||
j++;
|
||||
} while (len > -1);
|
||||
|
||||
// Close the file
|
||||
fclose(file);
|
||||
|
||||
// Parse the map
|
||||
for (j = 0; j < height; j++) {
|
||||
for (i = 0; i < width; i++) {
|
||||
if (MAP(i, j) == 'P') {
|
||||
// Player
|
||||
GameMapAux_CreateEnt(ent_Player, i, j, res);
|
||||
}
|
||||
if (MAP(i, j) == '#') {
|
||||
// Block
|
||||
GameMapAux_CreateEnt(ent_Block, i, j, res);
|
||||
}
|
||||
if (MAP(i, j) == '|') {
|
||||
// Platform
|
||||
GameMapAux_CreateEnt(ent_Platform, i, j, res);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
free(map);
|
||||
#undef MAP
|
||||
|
||||
return (1);
|
||||
}
|
||||
7
Example.GameLib/src/GameMap.h
Normal file
7
Example.GameLib/src/GameMap.h
Normal file
@@ -0,0 +1,7 @@
|
||||
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
|
||||
#ifndef _GAMEMAP_H_
|
||||
#define _GAMEMAP_H_
|
||||
|
||||
int GameMap_LoadLevel(char *filename, int res);
|
||||
|
||||
#endif
|
||||
68
Example.GameLib/src/main.c
Normal file
68
Example.GameLib/src/main.c
Normal file
@@ -0,0 +1,68 @@
|
||||
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
|
||||
|
||||
#include <math.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <unistd.h>
|
||||
#include <string.h>
|
||||
|
||||
|
||||
#include "GameLib.h"
|
||||
extern int gamelib_debug;
|
||||
|
||||
#include "GameEnts.h"
|
||||
#include "GameMap.h"
|
||||
|
||||
DrawFnt font;
|
||||
DrawImg imgBackground;
|
||||
|
||||
void MainGame_Text(int x, int y, char *text) {
|
||||
Draw_SetColor(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
Draw_DrawText(font, text, x + 1, y + 1);
|
||||
Draw_SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
Draw_DrawText(font, text, x, y);
|
||||
}
|
||||
|
||||
void ProcGame() {}
|
||||
void PostProcGame() {
|
||||
// Apply gravity to every entity
|
||||
GameLib_ForEachEnt(EntityApplyGravity);
|
||||
}
|
||||
void PreDrawGame(float f) {}
|
||||
void DrawGame(float f) { MainGame_Text(8, 8, "Hello world!"); }
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
|
||||
if (argc > 1) {
|
||||
if (!strcmp(argv[1], "debug")) {
|
||||
gamelib_debug = 1;
|
||||
printf("Debug Mode Activated!\n");
|
||||
}
|
||||
}
|
||||
|
||||
GameLib_Init(640, 480, "Game", 20, 60);
|
||||
|
||||
/////////////////////////////
|
||||
// Load and initialize media.
|
||||
//
|
||||
font = Draw_DefaultFont(255, 255, 255, 255);
|
||||
imgBackground = Draw_LoadImage("data/background.png");
|
||||
Draw_SetOffset(imgBackground, 0, 0);
|
||||
GameEnts_Init();
|
||||
|
||||
/////////////////////////
|
||||
// Initialize world.
|
||||
//
|
||||
GameLib_DelEnts();
|
||||
GameMap_LoadLevel("data/level_01.txt", 64);
|
||||
|
||||
/////////////////////////
|
||||
// Run the world.
|
||||
//
|
||||
GameLib_CleanParallaxBackgrounds();
|
||||
GameLib_AddParallaxBackground(imgBackground, (int[2]){512, 512},
|
||||
(int[2]){0, 0}, (float[2]){0.5f, 0.0f});
|
||||
GameLib_Loop(ProcGame, PostProcGame, PreDrawGame, DrawGame);
|
||||
|
||||
return (0);
|
||||
}
|
||||
146
Example.GameLib/web/index.html
Normal file
146
Example.GameLib/web/index.html
Normal file
@@ -0,0 +1,146 @@
|
||||
<!doctype html>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||
<title>Game</title>
|
||||
</head>
|
||||
<style>
|
||||
html, body {
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
font-family: Verdana,Arial,Helvetica,sans-serif;
|
||||
background-color:#000000;
|
||||
color: #777777;
|
||||
font-size: 10pt;
|
||||
}
|
||||
h1{
|
||||
text-align: left;
|
||||
margin-top: 0;
|
||||
margin-bottom: 1em;
|
||||
font-size: 16pt;
|
||||
font-weight: bold;
|
||||
}
|
||||
.header{
|
||||
margin:0 auto;
|
||||
width:600px;
|
||||
padding-top:10px;
|
||||
text-align:center;
|
||||
}
|
||||
.progress-container{
|
||||
border: 1px solid #808080;
|
||||
border-radius: 5px;
|
||||
padding: 5px;
|
||||
box-shadow: 0px 0px 5px #808080;
|
||||
width: 600px;
|
||||
display: block;
|
||||
margin: 0 auto;
|
||||
}
|
||||
.progress-container progress{
|
||||
width: 100%;
|
||||
}
|
||||
.game-screen-container{
|
||||
display:block;
|
||||
width: 100%;
|
||||
padding-top: 10px;
|
||||
}
|
||||
.game-screen-container canvas{
|
||||
border: 1px solid #808080;
|
||||
border-radius: 5px;
|
||||
padding: 5px;
|
||||
box-shadow: 0px 0px 5px #808080;
|
||||
margin: 0 auto;
|
||||
}
|
||||
</style>
|
||||
<body>
|
||||
<div class="game-screen-container">
|
||||
<div id="progress-container" class="progress-container">
|
||||
<h1>Loading...</h1>
|
||||
<span>Code:</span></br>
|
||||
<progress id="progress-code" max="1" value="0"></progress></br>
|
||||
</br>
|
||||
<span>Data:</span></br>
|
||||
<progress id="progress-data" max="1" value="0"></progress></br>
|
||||
</div>
|
||||
<div style="width:0;height:0;position:absolute;display:block;overflow:hidden;">
|
||||
<input type="button" id="btnFocus" value="focus" />
|
||||
</div>
|
||||
<canvas class="game-screen" id="canvas" style="display:none;"
|
||||
oncontextmenu="event.preventDefault()" onclick="document.getElementById('btnFocus').focus();"></canvas>
|
||||
</div>
|
||||
|
||||
<script type='text/javascript'>
|
||||
var Module = {
|
||||
preRun: [function (){
|
||||
FS.mkdir('/saves');
|
||||
FS.mount(IDBFS, {}, '/saves');
|
||||
addRunDependency("SaveDir");
|
||||
FS.syncfs(true, function (err) {
|
||||
removeRunDependency("SaveDir");
|
||||
});
|
||||
}],
|
||||
postRun: [],
|
||||
progressContainer: document.getElementById('progress-container'),
|
||||
progressCode: document.getElementById('progress-code'),
|
||||
progressData: document.getElementById('progress-data'),
|
||||
printErr: function(text) {
|
||||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||
if(console && console.log){
|
||||
console.log(text);
|
||||
}
|
||||
},
|
||||
canvas: (function() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
|
||||
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
|
||||
// application robust, you may want to override this behavior before shipping!
|
||||
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
|
||||
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
|
||||
|
||||
return canvas;
|
||||
})(),
|
||||
setStatus: function(text) {
|
||||
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
|
||||
if(m){
|
||||
this.progressData.value = parseInt(m[2]);
|
||||
this.progressData.max = parseInt(m[4]);
|
||||
}
|
||||
},
|
||||
totalDependencies: 0,
|
||||
monitorRunDependencies: function(left) {
|
||||
this.totalDependencies = Math.max(this.totalDependencies, left);
|
||||
if(!left){
|
||||
// All loaded
|
||||
this.progressContainer.style.display="none";
|
||||
this.canvas.style.display="block";
|
||||
}
|
||||
},
|
||||
LaunchCode: function (){
|
||||
var xhr = new XMLHttpRequest();
|
||||
xhr.open('GET', "game.js", true);
|
||||
xhr.responseType = 'text';
|
||||
xhr.onprogress = function(event) {
|
||||
this.progressCode.value = event.loaded;
|
||||
this.progressCode.max = event.total;
|
||||
}.bind(this);
|
||||
xhr.onload = function(event) {
|
||||
var packageData = xhr.response;
|
||||
// Launch loaded code
|
||||
try{
|
||||
eval.call(null,packageData);
|
||||
}catch(e){
|
||||
alert("Error "+parent+" "+e);
|
||||
parent.postMessage("Error","");
|
||||
}
|
||||
};
|
||||
xhr.onerror = function(event) {
|
||||
alert(event);
|
||||
};
|
||||
xhr.send(null);
|
||||
}
|
||||
};
|
||||
Module.LaunchCode();
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user