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/*********************************/
/* YABS ( // */
/* main ( )/ */
/* by salade )(/ */
/* ________________ ( /) */
/* ()__)____________))))) :^} */
/*********************************/
#include "yabs_core.h"
#include "yabs_utils.h"
static yabs::gameState game_state;
static yabs::Scene3D sc3d{
// camera
{{5.0f, 5.0f, 5.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, 45.0f, 0},
// movement
{0.0f, 0.0f},
// rotation
{0.0f, -0.2f, 0.0f},
// mouse
{0.0f, 0.0f}};
int main(void) {
// create window
InitWindow(YABS_SCREENWIDTH, YABS_SCREENHEIGHT, YABS_TITLE);
// create image
Image checked = GenImageChecked(2, 2, 1, 1, BLACK, GRAY);
Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked);
// create model with image as texture
Model model = {};
model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// setup camera
SetTargetFPS(60);
// game loop
while (!WindowShouldClose()) {
switch (game_state) {
case (yabs::TITLE): {
break;
}
case (yabs::PICK): {
break;
}
case (yabs::DEATH): {
break;
}
case (yabs::GAMEPLAY): {
yabs::core::reset_camera(sc3d);
break;
}
case (yabs::NEXT): {
break;
}
case (yabs::ENDING): {
break;
}
}
switch (game_state) {
case (yabs::TITLE): {
break;
}
case (yabs::PICK): {
break;
}
case (yabs::DEATH): {
break;
}
case (yabs::GAMEPLAY): {
while (game_state != yabs::NEXT) {
yabs::core::draw(game_state, model);
}
break;
}
case (yabs::NEXT): {
break;
}
case (yabs::ENDING): {
break;
}
}
// draw
BeginDrawing();
ClearBackground(GRAY);
BeginMode3D(sc3d.camera);
yabs::core::tick(sc3d);
yabs::core::draw(game_state, model);
EndMode3D();
DrawFPS(0, 0);
DrawText("Controls: Mouse / WASD / SPACE/CTRL.", YABS_SCREENWIDTH - 400,
0, 20, DARKGRAY);
EndDrawing();
}
UnloadTexture(texture);
UnloadModel(model);
CloseWindow();
return (0);
}
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