/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "game.h" game_t GAME_STATE; bool gameInit(game_t *game) { // Init the game game->name = GAME_NAME; engineInit(&game->engine, game); // Init // gameTimeInit(); // renderInit(); // inputInit(); // // Load the world shader. // GAME_STATE.shaderWorld = assetShaderLoad( // "shaders/textured.vert", "shaders/textured.frag" // ); // // Font // GAME_STATE.fontTexture = assetTextureLoad("font.png"); // GAME_STATE.fontTileset = tilesetCreate(20, 20, // GAME_STATE.fontTexture->width, // GAME_STATE.fontTexture->height, // 1, 1, 1, 1 // ); // GAME_STATE.fontBatch = spriteBatchCreate(1024); // // Prepare the renderer. // pokerInit(&GAME_STATE.poker); // holdemRenderFrameInit(); // holdemRenderWorldInit(); // holdemRenderPlayerInit(); // holdemRenderCardInit(); // holdemRenderChipInit(); // Init the input manger. return true; } bool gameUpdate(game_t *game, float platformDelta) { engineUpdateStart(&game->engine, game, platformDelta); engineUpdateEnd(&game->engine, game); // shaderUse(GAME_STATE.shaderWorld);// TODO: remove // // Update the frame buffers and action queue // holdemRenderFrameUpdate(); // pokerActionUpdate(); // // Render things on each frame, then render those frames. // holdemRenderFrameUseLeft(); // holdemRenderWorld(); // holdemRenderFrameUseRight(); // holdemRenderWorld(); // holdemRenderFrameBack(); } void gameDispose(game_t *game) { engineDispose(&game->engine, game); // pokerActionDispose(); // shaderDispose(GAME_STATE.shaderWorld); }