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