135 lines
3.5 KiB
C++
135 lines
3.5 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <Game.hpp>
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namespace ia::iae::rpg
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{
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RefPtr<TileMapNode> g_map;
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}
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namespace ia::iae::rpg
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{
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GameRequestedConfig *RequestEngineConfig()
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{
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STATIC GameRequestedConfig EngineConfig{
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.DesignWidth = 800,
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.DesignHeight = 600,
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.WindowWidth = 800,
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.WindowHeight = 600,
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};
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return &EngineConfig;
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}
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VOID OnInitialize()
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{
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Engine::Input_SetupOnScreenGamePad();
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Engine::SetRenderState_YSortingEnabled(true);
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Engine::Input_SetupKeyboardGamePad(InputKey::K_LEFT, InputKey::K_RIGHT, InputKey::K_DOWN, InputKey::K_UP,
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InputKey::A, InputKey::B, InputKey::C, InputKey::D);
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Engine::CreateTileSetFromFile("TSet1", "Resources/Sprites/Cute_Fantasy_Free/Tiles/Beach_Tile.png", 16, 16);
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g_map = MakeRefPtr<TileMapNode>("Map");
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g_map->GetTileMapComponent()->Setup({
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 0,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 1,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 2,
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.TileSetName = "TSet1",
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},
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TileMapComponent::TileEntryDesc{
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.IsWalkable = true,
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.TileIndex = 3,
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.TileSetName = "TSet1",
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}
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}, 16, 16, 4, 1);
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auto mainCamera = MakeRefPtr<CameraNode>(Engine::GetUniqueResourceName());
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Engine::SetActiveCamera(mainCamera->GetCameraComponent());
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Engine::GetActiveScene()->AddNode(mainCamera);
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Engine::GetActiveScene()->AddNode(g_map);
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}
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VOID OnTerminate()
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{
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}
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VOID OnDebugDraw()
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{
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}
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VOID OnFixedUpdate()
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{
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}
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VOID OnUpdate(IN FLOAT32 deltaTime)
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{
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}
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VOID OnResize(IN INT32 newWidth, IN INT32 newHeight)
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{
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}
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} // namespace ia::iae::rpg
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C_DECL(GameRequestedConfig *Game_GetConfigRequest())
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{
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return rpg::RequestEngineConfig();
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}
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C_DECL(VOID Game_OnInitialize())
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{
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rpg::OnInitialize();
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}
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C_DECL(VOID Game_OnTerminate())
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{
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rpg::OnTerminate();
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}
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C_DECL(VOID Game_OnDebugDraw())
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{
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rpg::OnDebugDraw();
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}
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C_DECL(VOID Game_OnFixedUpdate())
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{
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rpg::OnFixedUpdate();
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}
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C_DECL(VOID Game_OnUpdate(IN FLOAT32 deltaTime))
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{
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rpg::OnUpdate(deltaTime);
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}
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C_DECL(VOID Game_OnResize(IN INT32 newWidth, IN INT32 newHeight))
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{
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rpg::OnResize(newWidth, newHeight);
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}
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IAENGINE_RUN("RPG Sample", "com.iasoft.iae.rpgsample", "IASoft (PVT) LTD", "IASoft (PVT) LTD", 1, 0, 0);
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