bug fixes; remove texture anims
This commit is contained in:
parent
444fb98125
commit
a1aff79d5c
2
Makefile
2
Makefile
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@ -51,7 +51,7 @@ ifdef NQOA
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endif
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ifeq ($(DBG),1)
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CPPFLAGS += -g
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CPPFLAGS += -g -fsanitize=address
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INFO += _dbg
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else
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CPPFLAGS += -DNDEBUG
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@ -95,14 +95,14 @@
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/* dump the occurence of the automatic GC */
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#define DUMP_GC
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/* dump objects freed by the garbage collector */
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//#define DUMP_GC_FREE
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#define DUMP_GC_FREE
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/* dump objects leaking when freeing the runtime */
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#define DUMP_LEAKS 1
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/* dump memory usage before running the garbage collector */
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//#define DUMP_MEM
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//#define DUMP_OBJECTS /* dump objects in JS_FreeContext */
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//#define DUMP_ATOMS /* dump atoms in JS_FreeContext */
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//#define DUMP_SHAPES /* dump shapes in JS_FreeContext */
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#define DUMP_MEM
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#define DUMP_OBJECTS /* dump objects in JS_FreeContext */
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#define DUMP_ATOMS /* dump atoms in JS_FreeContext */
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#define DUMP_SHAPES /* dump shapes in JS_FreeContext */
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//#define DUMP_MODULE_RESOLVE
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//#define DUMP_PROMISE
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//#define DUMP_READ_OBJECT
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@ -472,8 +472,8 @@ Object.hide = function(obj,...props)
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for (var prop of props) {
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var p = Object.getOwnPropertyDescriptor(obj,prop);
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if (!p) {
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Log.warn(`No property of name ${prop}.`);
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return;
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Log.info(`No property of name ${prop}.`);
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continue;
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}
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p.enumerable = false;
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Object.defineProperty(obj, prop, p);
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@ -44,7 +44,7 @@ var component = {
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make(go) {
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var nc = Object.create(this);
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nc.gameobject = go;
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// nc.gameobject = go;
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Object.assign(nc, this._enghook(go.body));
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nc.sync();
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assign_impl(nc,this.impl);
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@ -571,7 +571,8 @@ component.edge2d = Object.copy(collider2d, {
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var spoints = this.cpoints.slice();
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if (this.flipx) {
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for (var i = spoints.length-1; i >= 0; i--) {
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var endcap = Spline.is_bezier(this.type) ? spoints.length-2 : spoints.length-1;
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for (var i = endcap; i >= 0; i--) {
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var newpoint = spoints[i].slice();
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newpoint.x = -newpoint.x;
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spoints.push(newpoint);
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@ -653,6 +654,11 @@ component.edge2d = Object.copy(collider2d, {
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pick(pos) {
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var i = Gizmos.pick_gameobject_points(pos, this.gameobject, this.cpoints);
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var p = this.cpoints[i];
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if (!p) return undefined;
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if (Spline.is_catmull(this.type))
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return make_point_obj(this,p);
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var that = this.gameobject;
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var me = this;
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if (p) {
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@ -677,8 +683,6 @@ component.edge2d = Object.copy(collider2d, {
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}
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return o;
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}
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return undefined;
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},
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pick_all() {
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@ -791,8 +795,6 @@ bucket.inputs['C-lm'] = function() {
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if (this.cpoints.length >= 2)
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idx = cmd(59, screen2world(Mouse.pos).sub(this.gameobject.pos), this.cpoints, 400);
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console.say("new point");
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if (idx === this.cpoints.length)
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this.cpoints.push(this.gameobject.world2this(screen2world(Mouse.pos)));
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else
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@ -113,6 +113,16 @@ var Debug = {
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},
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};
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Debug.assert = function(b, str)
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{
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str ??= "";
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if (!b) {
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console.error(`Assertion failed. ${str}`);
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Game.quit();
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}
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}
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Debug.Options = { };
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Debug.Options.Color = {
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set trigger(x) { cmd(17,x); },
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@ -319,7 +319,7 @@ var editor = {
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// this.backshots.push(this.edit_level.save());
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var dd = this.snapshots.pop();
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Object.dainty_assign(this.edit_level, dd);
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this.edit_level._ed.check_dirty();
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this.edit_level.check_dirty();
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},
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restore_buffer() {
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@ -395,7 +395,7 @@ var editor = {
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Debug.coordinate([0,0]);
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},
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gui() {
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gui() {
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/* Clean out killed objects */
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this.selectlist = this.selectlist.filter(function(x) { return x.alive; });
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@ -429,14 +429,14 @@ var editor = {
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if (alldirty)
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lvl._ed.dirty = true;
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else {
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lvl._ed.check_dirty();
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lvl.check_dirty();
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if (lvl._ed.dirty) alldirty = true;
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}
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}
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lvlchain.reverse();
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lvlchain.forEach(function(x,i) {
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depth = i;
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var lvlstr = x._ed.namestr();
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var lvlstr = x.namestr();
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if (i === lvlchain.length-1) lvlstr += "[this]";
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GUI.text(lvlstr, [0, ypos], 1, editor.color_depths[depth]);
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@ -449,7 +449,7 @@ var editor = {
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this.selectlist.forEach(function(x) {
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var sname = x.__proto__.toString();
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x._ed.check_dirty();
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x.check_dirty();
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if (x._ed.dirty) sname += "*";
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GUI.text(sname, x.screenpos().add([0, 32]), 1, Color.editor.ur);
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@ -457,7 +457,7 @@ var editor = {
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});
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Object.entries(thiso.objects).forEach(function(x) {
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var p = x[1]._ed.namestr();
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var p = x[1].namestr();
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GUI.text(p, x[1].screenpos().add([0,16]),1,editor.color_depths[depth]);
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});
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@ -554,7 +554,6 @@ var editor = {
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lvl_history: [],
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load(file) {
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Log.warn("LOADING " + file);
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var ur = prototypes.get_ur(file);
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if (!ur) return;
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var obj = editor.edit_level.spawn(ur);
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@ -617,7 +616,7 @@ editor.inputs.post = function() {
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};
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editor.inputs.release_post = function() {
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editor.snapshot();
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editor.edit_level._ed.check_dirty();
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editor.edit_level.check_dirty();
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};
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editor.inputs['C-a'] = function() {
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if (!editor.selectlist.empty) { editor.unselect(); return; }
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@ -833,7 +832,7 @@ editor.inputs['C-s'] = function() {
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} else if (editor.selectlist.length === 1)
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saveobj = editor.selectlist[0];
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// saveobj._ed.check_dirty();
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// saveobj.check_dirty();
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// if (!saveobj._ed.dirty) return;
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var savejs = saveobj.json_obj();
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@ -844,7 +843,7 @@ editor.inputs['C-s'] = function() {
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IO.slurpwrite(JSON.stringify(saveobj.__proto__,null,1), path);
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Log.warn(`Wrote to file ${path}`);
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Object.values(saveobj.objects).forEach(function(x) { x._ed.check_dirty(); });
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Object.values(saveobj.objects).forEach(function(x) { x.check_dirty(); });
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Game.all_objects(function(x) {
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@ -852,7 +851,7 @@ editor.inputs['C-s'] = function() {
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if (!('_ed' in x)) return;
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if (x._ed.dirty) return;
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x.revert();
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x._ed.check_dirty();
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x.check_dirty();
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});
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};
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editor.inputs['C-s'].doc = "Save selected.";
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@ -337,6 +337,9 @@ Spline.sample_angle = function(type, points, angle) {
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return spline_cmd(0, type, points[0].length, points, angle);
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}
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Spline.is_bezier = function(t) { return t === Spline.type.bezier; }
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Spline.is_catmull = function(t) { return t === Spline.type.catmull; }
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Spline.bezier2catmull = function(b)
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{
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var c = [];
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@ -455,37 +458,15 @@ var Game = {
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},
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quit()
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{
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sys_cmd(0);
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},
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pause()
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{
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sys_cmd(3);
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},
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stop()
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{
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Game.pause();
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},
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step()
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{
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sys_cmd(4);
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},
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quit() { sys_cmd(0); },
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pause() { sys_cmd(3); },
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stop() { Game.pause(); },
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step() { sys_cmd(4);},
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editor_mode(m) { sys_cmd(10, m); },
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playing() { return sys_cmd(5); },
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paused() { return sys_cmd(6); },
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stepping() {
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return cmd(79); },
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play()
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{
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sys_cmd(1);
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},
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stepping() { return cmd(79); },
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play() { sys_cmd(1); },
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wait_fns: [],
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@ -525,15 +506,14 @@ Register.update.register(Game.exec, Game);
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load("scripts/entity.js");
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function world_start() {
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globalThis.Primum = Object.create(gameobject);
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Primum.objects = {};
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Primum.check_dirty = function() {};
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Primum.namestr = function(){};
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Primum._ed = {
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selectable:false,
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check_dirty() {},
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dirty:false,
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namestr(){},
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};
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Primum.toString = function() { return "Primum"; };
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Primum.ur = undefined;
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@ -56,6 +56,25 @@ actor.remaster = function(to){
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};
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var gameobject = {
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check_dirty() {
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this._ed.urdiff = this.json_obj();
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this._ed.dirty = !this._ed.urdiff.empty;
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var lur = ur[this.level.ur];
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if (!lur) return;
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var lur = lur.objects[this.toString()];
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var d = ediff(this._ed.urdiff,lur);
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if (!d || d.empty)
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this._ed.inst = true;
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else
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this._ed.inst = false;
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},
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namestr() {
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var s = this.toString();
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if (this._ed.dirty)
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if (this._ed.inst) s += "#";
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else s += "*";
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return s;
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},
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full_path() {
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return this.path_from(Primum);
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},
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@ -115,9 +134,10 @@ var gameobject = {
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cmd(36,this.body,x)
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},
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get scale() {
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if (!this.level) return this.gscale();
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Debug.assert(this.level, `No level set on ${this.toString()}`);
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return this.gscale().map((x,i) => x/this.level.gscale()[i]);
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},
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set scale(x) {
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if (typeof x === 'number')
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x = [x,x];
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@ -134,21 +154,18 @@ var gameobject = {
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},
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set pos(x) {
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if (!this.level)
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this.set_worldpos(x);
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else
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this.set_worldpos(this.level.this2world(x));
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Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
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this.set_worldpos(this.level.this2world(x));
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},
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get pos() {
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if (!this.level) return this.worldpos();
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get pos() {
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Debug.assert(this.level, `Entity ${this.toString()} has no level.`);
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return this.level.world2this(this.worldpos());
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},
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get draw_layer() { return cmd(171, this.body); },
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set draw_layer(x) { cmd(172, this.body, x); },
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get elasticity() { return cmd(107,this.body); },
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set elasticity(x) { cmd(106,this.body,x); },
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@ -186,7 +203,8 @@ var gameobject = {
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worldangle() { return Math.rad2deg(q_body(2,this.body))%360; },
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sworldangle(x) { set_body(0,this.body,Math.deg2rad(x)); },
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get angle() {
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if (!this.level) return this.worldangle();
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Debug.assert(this.level, `No level set on ${this.toString()}`);
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return this.worldangle() - this.level.worldangle();
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},
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set angle(x) {
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@ -208,9 +226,7 @@ var gameobject = {
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set_body(0,this.body,x);
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},
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rotate(x) {
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this.sworldangle(this.worldangle()+x);
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},
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rotate(x) { this.sworldangle(this.worldangle()+x); },
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spawn_from_instance(inst) {
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return this.spawn(inst.ur, inst);
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@ -231,6 +247,7 @@ var gameobject = {
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/* Reparent 'this' to be 'parent's child */
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reparent(parent) {
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Debug.assert(parent, `Tried to reparent ${this.toString()} to nothing.`);
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if (this.level === parent)
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return;
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@ -277,21 +294,21 @@ var gameobject = {
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set_body(13, this.body, x);
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},
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pulse(vec) { set_body(4, this.body, vec);},
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shove(vec) { set_body(12,this.body,vec);},
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shove_at(vec, at) { set_body(14,this.body,vec,at); },
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world2this(pos) { return cmd(70, this.body, pos); },
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this2world(pos) { return cmd(71, this.body, pos); },
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this2screen(pos) { return world2screen(this.this2world(pos)); },
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pulse(vec) { set_body(4, this.body, vec);},
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shove(vec) { set_body(12,this.body,vec);},
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shove_at(vec, at) { set_body(14,this.body,vec,at); },
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world2this(pos) { return cmd(70, this.body, pos); },
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this2world(pos) { return cmd(71, this.body, pos); },
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this2screen(pos) { return world2screen(this.this2world(pos)); },
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dir_world2this(dir) { return cmd(160, this.body, dir); },
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dir_this2world(dir) { return cmd(161, this.body, dir); },
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set layer(x) { cmd(75,this.body,x); },
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get layer() { cmd(77,this.body); },
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alive() { return this.body >= 0; },
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in_air() { return q_body(7, this.body);},
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set layer(x) { cmd(75,this.body,x); },
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get layer() { cmd(77,this.body); },
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alive() { return this.body >= 0; },
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in_air() { return q_body(7, this.body);},
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hide() { this.components.forEach(function(x) { x.hide(); }); this.objects.forEach(function(x) { x.hide(); }); },
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hide() { this.components.forEach(x=>x.hide()); this.objects.forEach(x=>x.hide());},
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show() { this.components.forEach(function(x) { x.show(); }); this.objects.forEach(function(x) { x.show(); }); },
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get_relangle() {
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@ -487,6 +504,7 @@ var gameobject = {
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kill() {
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this.timers.forEach(t => t());
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this.timers = undefined;
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if (this.level) {
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this.level.remove_obj(this);
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@ -496,19 +514,18 @@ var gameobject = {
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Player.do_uncontrol(this);
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Register.unregister_obj(this);
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if (this.__proto__.instances)
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this.__proto__.instances.remove(this);
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this.__proto__.instances.remove(this);
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for (var key in this.components) {
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Register.unregister_obj(this.components[key]);
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Log.info(`Destroying component ${key}`);
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(`Destroying component ${key}`);
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this.components[key].kill();
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this.components.gameobject = undefined;
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delete this.components[key];
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}
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delete this.components;
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this.clear();
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this.objects = undefined;
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if (typeof this.stop === 'function')
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this.stop();
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@ -520,11 +537,9 @@ var gameobject = {
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left() { return [-1,0].rotate(Math.deg2rad(this.angle));},
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make(level, data) {
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level ??= Primum;
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var obj = Object.create(this);
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obj.make = undefined;
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if (this.instances)
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this.instances.push(obj);
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@ -533,55 +548,32 @@ var gameobject = {
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obj.components = {};
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obj.objects = {};
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obj.timers = [];
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obj._ed = {
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selectable: true,
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check_dirty() {
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this.urdiff = obj.json_obj();
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this.dirty = !this.urdiff.empty;
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if (!obj.level) return;
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var lur = ur[obj.level.ur];
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if (!lur) return;
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var lur = lur.objects[obj.toString()];
|
||||
var d = ediff(this.urdiff,lur);
|
||||
if (!d || d.empty)
|
||||
this.inst = true;
|
||||
else
|
||||
this.inst = false;
|
||||
},
|
||||
|
||||
dirty: false,
|
||||
inst: false,
|
||||
urdiff: {},
|
||||
namestr() {
|
||||
var s = obj.toString();
|
||||
if (this.dirty)
|
||||
if (this.inst) s += "#";
|
||||
else s += "*";
|
||||
|
||||
return s;
|
||||
},
|
||||
};
|
||||
|
||||
obj.ur = this.toString();
|
||||
|
||||
obj.reparent(level);
|
||||
|
||||
|
||||
cmd(113, obj.body, obj); // set the internal obj reference to this obj
|
||||
|
||||
for (var prop in this) {
|
||||
var p = this[prop];
|
||||
if (typeof p !== 'object') continue;
|
||||
for (var [prop,p] of Object.entries(this)) {
|
||||
if (typeof p.make === 'function') {
|
||||
obj[prop] = p.make(obj);
|
||||
obj.components[prop] = obj[prop];
|
||||
obj.components[prop] = obj[prop];
|
||||
}
|
||||
};
|
||||
|
||||
Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers');
|
||||
|
||||
if (this.objects)
|
||||
obj.make_objs(this.objects);
|
||||
|
||||
Object.hide(obj, 'ur','body', 'components', 'objects', '_ed', 'level', 'timers');
|
||||
|
||||
Object.dainty_assign(obj, this);
|
||||
obj.sync();
|
||||
gameobject.check_registers(obj);
|
||||
|
@ -591,7 +583,7 @@ var gameobject = {
|
|||
|
||||
if (typeof obj.warmup === 'function') obj.warmup();
|
||||
if (Game.playing() && typeof obj.start === 'function') obj.start();
|
||||
|
||||
|
||||
return obj;
|
||||
},
|
||||
|
||||
|
@ -669,6 +661,7 @@ gameobject.doc = {
|
|||
set_worldpos: `Function to set the position of the object in world coordinates.`,
|
||||
worldangle: `Function to get the angle of the entity in the world.`,
|
||||
rotate: `Function to rotate this object by x degrees.`,
|
||||
move: 'Move an object by x,y,z. If the first parameter is an array, uses up to the first three array values.',
|
||||
pulse: `Apply an impulse to this body in world coordinates. Impulse is a short force.`,
|
||||
shove: `Apply a force to this body in world coordinates. Should be used over many frames.`,
|
||||
shove_at: 'Apply a force to this body, at a position relative to itself.',
|
||||
|
|
|
@ -5,20 +5,10 @@ var Input = {
|
|||
|
||||
var Mouse = {
|
||||
get pos() { return cmd(45); },
|
||||
|
||||
screenpos() { return cmd(45); },
|
||||
|
||||
get worldpos() {
|
||||
return screen2world(cmd(45));
|
||||
},
|
||||
|
||||
disabled() {
|
||||
cmd(46, 1);
|
||||
},
|
||||
|
||||
normal() {
|
||||
cmd(46, 0);
|
||||
},
|
||||
get worldpos() { return screen2world(cmd(45)); },
|
||||
disabled() { cmd(46, 1); },
|
||||
normal() { cmd(46, 0);},
|
||||
};
|
||||
|
||||
Mouse.doc = {};
|
||||
|
@ -28,21 +18,10 @@ Mouse.disabled.doc = "Set the mouse to hidden. This locks it to the game and hid
|
|||
Mouse.normal.doc = "Set the mouse to show again after hiding.";
|
||||
|
||||
var Keys = {
|
||||
shift() {
|
||||
return cmd(50, 340);// || cmd(50, 344);
|
||||
},
|
||||
|
||||
ctrl() {
|
||||
return cmd(50, 341);// || cmd(50, 344);
|
||||
},
|
||||
|
||||
alt() {
|
||||
return cmd(50, 342);// || cmd(50, 346);
|
||||
},
|
||||
|
||||
super() {
|
||||
return cmd(50, 343);// || cmd(50, 347);
|
||||
},
|
||||
shift() { return cmd(50, 340); },
|
||||
ctrl() { return cmd(50, 341); },
|
||||
alt() { return cmd(50, 342); },
|
||||
super() { return cmd(50, 343); },
|
||||
};
|
||||
|
||||
Input.state2str = function(state) {
|
||||
|
|
|
@ -11,27 +11,14 @@
|
|||
static gameobject **gameobjects;
|
||||
|
||||
gameobject *body2go(cpBody *body) { return cpBodyGetUserData(body); }
|
||||
gameobject *shape2go(cpShape *shape)
|
||||
{
|
||||
return ((struct phys2d_shape *)cpShapeGetUserData(shape))->go;
|
||||
}
|
||||
gameobject *shape2go(cpShape *shape) { return ((struct phys2d_shape *)cpShapeGetUserData(shape))->go; }
|
||||
|
||||
HMM_Vec2 go_pos(gameobject *go)
|
||||
{
|
||||
cpVect p = cpBodyGetPosition(go->body);
|
||||
return (HMM_Vec2){p.x, p.y};
|
||||
}
|
||||
|
||||
HMM_Vec2 go_worldpos(gameobject *go)
|
||||
{
|
||||
HMM_Vec2 ret;
|
||||
ret.cp = cpBodyGetPosition(go->body);
|
||||
return ret;
|
||||
}
|
||||
|
||||
float go_angle(gameobject *go) { return go_worldangle(go); }
|
||||
float go_worldangle(gameobject *go) { return cpBodyGetAngle(go->body); }
|
||||
float go2angle(gameobject *go) { return cpBodyGetAngle(go->body); }
|
||||
float go_angle(gameobject *go) { return cpBodyGetAngle(go->body); }
|
||||
|
||||
transform3d go2t3(gameobject *go)
|
||||
{
|
||||
|
@ -212,8 +199,6 @@ void gameobject_clean(gameobject *go) {
|
|||
/* Really more of a "mark for deletion" ... */
|
||||
void gameobject_free(gameobject *go) {
|
||||
if (!go) return;
|
||||
YughWarn("FREEING A GAMEOBJECT");
|
||||
JS_FreeValue(js, go->ref);
|
||||
|
||||
for (int i = arrlen(gameobjects)-1; i >= 0; i--)
|
||||
if (gameobjects[i] == go) {
|
||||
|
|
|
@ -69,11 +69,9 @@ HMM_Mat4 t3d_go2world(gameobject *go);
|
|||
HMM_Mat4 t3d_world2go(gameobject *go);
|
||||
|
||||
HMM_Vec2 go_pos(gameobject *go);
|
||||
HMM_Vec2 go_worldpos(gameobject *go);
|
||||
//float go_angle(gameobject *go);
|
||||
float go_worldangle(gameobject *go);
|
||||
|
||||
float go2angle(gameobject *go);
|
||||
void gameobject_setpos(gameobject *go, cpVect vec);
|
||||
float go_angle(gameobject *go);
|
||||
void gameobject_setangle(gameobject *go, float angle);
|
||||
|
||||
gameobject *body2go(cpBody *body);
|
||||
gameobject *shape2go(cpShape *shape);
|
||||
|
@ -83,10 +81,6 @@ void go_shape_apply(cpBody *body, cpShape *shape, gameobject *go);
|
|||
/* Tries a few methods to select a gameobject; if none is selected returns -1 */
|
||||
gameobject *pos2gameobject(HMM_Vec2 pos);
|
||||
|
||||
void gameobject_move(gameobject *go, HMM_Vec2 vec);
|
||||
void gameobject_rotate(gameobject *go, float as);
|
||||
void gameobject_setangle(gameobject *go, float angle);
|
||||
void gameobject_setpos(gameobject *go, cpVect vec);
|
||||
void gameobject_draw_debug(gameobject *go);
|
||||
void gameobject_draw_debugs();
|
||||
#endif
|
||||
|
|
|
@ -403,8 +403,6 @@ JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst
|
|||
samples = bezier_cb_ma_v2(points, param);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
|
||||
arrfree(points);
|
||||
|
||||
|
@ -638,7 +636,6 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
break;
|
||||
|
||||
case 30:
|
||||
sprite_setanim(id2sprite(js2int(argv[1])), js2ptr(argv[2]), js2int(argv[3]));
|
||||
break;
|
||||
|
||||
case 31:
|
||||
|
@ -784,6 +781,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
break;
|
||||
|
||||
case 63:
|
||||
set_cam_body(NULL);
|
||||
break;
|
||||
|
||||
case 64:
|
||||
|
@ -996,7 +994,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
|
|||
break;
|
||||
|
||||
case 113:
|
||||
js2gameobject(argv[1])->ref = argv[2];//JS_DupValue(js,argv[2]);
|
||||
js2gameobject(argv[1])->ref = argv[2];
|
||||
break;
|
||||
|
||||
case 114:
|
||||
|
@ -1511,7 +1509,6 @@ JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *ar
|
|||
}
|
||||
|
||||
JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
|
||||
YughWarn("MAKING GAMOBJECT");
|
||||
return gameobject2js(MakeGameobject());
|
||||
}
|
||||
|
||||
|
@ -1648,19 +1645,6 @@ JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst
|
|||
return sprite;
|
||||
}
|
||||
|
||||
/* Make anim from texture */
|
||||
JSValue duk_make_anim2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
|
||||
const char *path = JS_ToCString(js, argv[0]);
|
||||
int frames = js2int(argv[1]);
|
||||
int fps = js2int(argv[2]);
|
||||
|
||||
struct TexAnim *anim = anim2d_from_tex(path, frames, fps);
|
||||
|
||||
JS_FreeCString(js, path);
|
||||
|
||||
return ptr2js(anim);
|
||||
}
|
||||
|
||||
JSValue duk_make_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
|
||||
gameobject *go = js2gameobject(argv[0]);
|
||||
HMM_Vec2 size = js2vec2(argv[1]);
|
||||
|
@ -1888,7 +1872,6 @@ void ffi_load() {
|
|||
DUK_FUNC(sys_cmd, 1)
|
||||
|
||||
DUK_FUNC(make_sprite, 1)
|
||||
DUK_FUNC(make_anim2d, 3)
|
||||
DUK_FUNC(spline_cmd, 6)
|
||||
|
||||
DUK_FUNC(make_box2d, 3)
|
||||
|
|
|
@ -466,13 +466,8 @@ void render_winsize()
|
|||
}
|
||||
|
||||
static cpBody *camera = NULL;
|
||||
void set_cam_body(cpBody *body) {
|
||||
camera = body;
|
||||
}
|
||||
|
||||
cpVect cam_pos() {
|
||||
return camera ? cpBodyGetPosition(camera) : cpvzero;
|
||||
}
|
||||
void set_cam_body(cpBody *body) { camera = body; }
|
||||
cpVect cam_pos() { return camera ? cpBodyGetPosition(camera) : cpvzero; }
|
||||
|
||||
static float zoom = 1.f;
|
||||
float cam_zoom() { return zoom; }
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
#include "stb_ds.h"
|
||||
#include "smbPitchShift.h"
|
||||
|
||||
#include "pthread.h"
|
||||
|
||||
#define PI 3.14159265
|
||||
|
||||
dsp_node *masterbus = NULL;
|
||||
|
@ -22,7 +24,6 @@ void iir_free(struct dsp_iir *iir)
|
|||
free(iir);
|
||||
}
|
||||
|
||||
|
||||
void interleave(soundbyte *a, soundbyte *b, soundbyte *stereo, int frames)
|
||||
{
|
||||
for (int i = 0; i < frames; i++) {
|
||||
|
@ -117,10 +118,7 @@ void scale_soundbytes(soundbyte *a, float scale, int samples)
|
|||
for (int i = 0; i < samples; i++) a[i] *= scale;
|
||||
}
|
||||
|
||||
void zero_soundbytes(soundbyte *a, int samples)
|
||||
{
|
||||
memset(a, 0, sizeof(soundbyte)*samples);
|
||||
}
|
||||
void zero_soundbytes(soundbyte *a, int samples) { memset(a, 0, sizeof(soundbyte)*samples); }
|
||||
|
||||
void set_soundbytes(soundbyte *a, soundbyte *b, int samples)
|
||||
{
|
||||
|
@ -151,13 +149,15 @@ dsp_node *make_node(void *data, void (*proc)(void *data, soundbyte *out, int sam
|
|||
|
||||
void node_free(dsp_node *node)
|
||||
{
|
||||
YughWarn("FREEING A NODE");
|
||||
if (node == masterbus) return; /* Simple check to not delete the masterbus */
|
||||
pthread_mutex_lock(&soundrun);
|
||||
unplug_node(node);
|
||||
if (node->data)
|
||||
if (node->data_free) node->data_free(node->data);
|
||||
else free(node->data);
|
||||
|
||||
free(node);
|
||||
free(node);
|
||||
pthread_mutex_unlock(&soundrun);
|
||||
}
|
||||
|
||||
void dsp_node_free(dsp_node *node) { node_free(node); }
|
||||
|
|
|
@ -8,6 +8,9 @@
|
|||
#include "string.h"
|
||||
#include "time.h"
|
||||
#include <stdlib.h>
|
||||
#include "pthread.h"
|
||||
|
||||
pthread_mutex_t soundrun = PTHREAD_MUTEX_INITIALIZER;
|
||||
|
||||
#include "samplerate.h"
|
||||
|
||||
|
@ -105,9 +108,10 @@ void change_samplerate(struct wav *w, int rate) {
|
|||
w->samplerate = rate;
|
||||
}
|
||||
|
||||
void push_sound(soundbyte *buffer, int frames, int chan)
|
||||
{
|
||||
void push_sound(soundbyte *buffer, int frames, int chan) {
|
||||
pthread_mutex_lock(&soundrun);
|
||||
set_soundbytes(buffer, dsp_node_out(masterbus), frames*chan);
|
||||
pthread_mutex_unlock(&soundrun);
|
||||
}
|
||||
|
||||
void filter_mod(pocketmod_context *mod, soundbyte *buffer, int frames)
|
||||
|
|
|
@ -3,8 +3,10 @@
|
|||
|
||||
#include "script.h"
|
||||
#include "samplerate.h"
|
||||
#include "pthread.h"
|
||||
|
||||
typedef float soundbyte;
|
||||
extern pthread_mutex_t soundrun;
|
||||
|
||||
struct dsp_node;
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ int make_sprite(gameobject *go) {
|
|||
.t = t2d_unit,
|
||||
.color = color_white,
|
||||
.emissive = {0,0,0,0},
|
||||
.tex = texture_loadfromfile(NULL),
|
||||
.tex = texture_pullfromfile(NULL),
|
||||
.go = go,
|
||||
.layer = 0,
|
||||
.next = -1,
|
||||
|
@ -83,27 +83,7 @@ struct sprite *id2sprite(int id) {
|
|||
|
||||
static int sprite_count = 0;
|
||||
|
||||
void sprite_flush() {
|
||||
sprite_count = 0;
|
||||
}
|
||||
|
||||
void sprite_io(struct sprite *sprite, FILE *f, int read) {
|
||||
char path[100];
|
||||
if (read) {
|
||||
// fscanf(f, "%s", &path);
|
||||
for (int i = 0; i < 100; i++) {
|
||||
path[i] = fgetc(f);
|
||||
|
||||
if (path[i] == '\0') break;
|
||||
}
|
||||
fread(sprite, sizeof(*sprite), 1, f);
|
||||
sprite_loadtex(sprite, path, ST_UNIT);
|
||||
} else {
|
||||
fputs(tex_get_path(sprite->tex), f);
|
||||
fputc('\0', f);
|
||||
fwrite(sprite, sizeof(*sprite), 1, f);
|
||||
}
|
||||
}
|
||||
void sprite_flush() { sprite_count = 0; }
|
||||
|
||||
int sprite_sort(int *a, int *b)
|
||||
{
|
||||
|
@ -140,7 +120,7 @@ void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame
|
|||
YughWarn("NO SPRITE!");
|
||||
return;
|
||||
}
|
||||
sprite->tex = texture_loadfromfile(path);
|
||||
sprite->tex = texture_pullfromfile(path);
|
||||
sprite_setframe(sprite, &frame);
|
||||
}
|
||||
|
||||
|
@ -244,19 +224,12 @@ void sprite_draw(struct sprite *sprite) {
|
|||
HMM_Mat3 sm = transform2d2mat(sprite->t);
|
||||
|
||||
tex_draw(sprite->tex, HMM_MulM3(m, sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0, sprite->emissive);
|
||||
|
||||
}
|
||||
|
||||
void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
|
||||
if (!sprite) return;
|
||||
sprite->tex = anim->tex;
|
||||
sprite->frame = anim->st_frames[frame];
|
||||
}
|
||||
|
||||
void gui_draw_img(const char *img, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
|
||||
sg_apply_pipeline(pip_sprite);
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
|
||||
struct Texture *tex = texture_loadfromfile(img);
|
||||
struct Texture *tex = texture_pullfromfile(img);
|
||||
tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale, (struct rgba){0,0,0,0});
|
||||
}
|
||||
|
||||
|
@ -264,7 +237,7 @@ void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba
|
|||
{
|
||||
sg_apply_pipeline(slice9_pipe);
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
|
||||
struct Texture *tex = texture_loadfromfile(img);
|
||||
struct Texture *tex = texture_pullfromfile(img);
|
||||
|
||||
struct glrect r = tex_get_rect(tex);
|
||||
|
||||
|
|
|
@ -28,7 +28,6 @@ void sprite_enabled(int id, int e);
|
|||
void sprite_io(struct sprite *sprite, FILE *f, int read);
|
||||
void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect rect);
|
||||
void sprite_settex(struct sprite *sprite, struct Texture *tex);
|
||||
void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame);
|
||||
void sprite_setframe(struct sprite *sprite, struct glrect *frame);
|
||||
void sprite_initialize();
|
||||
void sprite_draw(struct sprite *sprite);
|
||||
|
|
|
@ -29,10 +29,7 @@ static struct {
|
|||
} *texhash = NULL;
|
||||
|
||||
struct Texture *tex_default;
|
||||
|
||||
struct Texture *texture_notex() {
|
||||
return texture_pullfromfile("icons/no_tex.gif");
|
||||
}
|
||||
struct Texture *texture_notex() { return texture_pullfromfile("icons/no_tex.gif"); }
|
||||
|
||||
unsigned int next_pow2(unsigned int v)
|
||||
{
|
||||
|
@ -201,9 +198,7 @@ struct Texture *texture_pullfromfile(const char *path) {
|
|||
return tex;
|
||||
}
|
||||
|
||||
void texture_sync(const char *path) {
|
||||
YughWarn("Need to implement texture sync.");
|
||||
}
|
||||
void texture_sync(const char *path) { YughWarn("Need to implement texture sync."); }
|
||||
|
||||
char *tex_get_path(struct Texture *tex) {
|
||||
for (int i = 0; i < shlen(texhash); i++) {
|
||||
|
@ -289,94 +284,9 @@ struct Texture *texture_fromdata(void *raw, long size)
|
|||
|
||||
struct Texture *texture_loadfromfile(const char *path) {
|
||||
struct Texture *new = texture_pullfromfile(path);
|
||||
/*
|
||||
if (new->id == 0) {
|
||||
glGenTextures(1, &new->id);
|
||||
|
||||
//tex_gpu_load(new);
|
||||
|
||||
YughInfo("Loaded texture path %s", path);
|
||||
}
|
||||
*/
|
||||
return new;
|
||||
}
|
||||
|
||||
void tex_gpu_reload(struct Texture *tex) {
|
||||
tex_gpu_free(tex);
|
||||
|
||||
// tex_gpu_load(tex);
|
||||
}
|
||||
|
||||
void anim_calc(struct anim2d *anim) {
|
||||
anim->size[0] = anim->anim->tex->width * st_s_w(anim->anim->st_frames[anim->frame]);
|
||||
anim->size[1] = anim->anim->tex->height * st_s_h(anim->anim->st_frames[anim->frame]);
|
||||
}
|
||||
|
||||
void anim_incr(struct anim2d *anim) {
|
||||
anim->frame = (anim->frame + 1) % arrlen(anim->anim->st_frames);
|
||||
|
||||
if (!anim->anim->loop && anim->frame == arrlen(anim->anim->st_frames))
|
||||
anim_pause(anim);
|
||||
|
||||
anim_calc(anim);
|
||||
}
|
||||
|
||||
void anim_decr(struct anim2d *anim) {
|
||||
anim->frame = (anim->frame + arrlen(anim->anim->st_frames) - 1) % arrlen(anim->anim->st_frames);
|
||||
anim_calc(anim);
|
||||
}
|
||||
|
||||
struct glrect anim_get_rect(struct anim2d *anim) {
|
||||
return anim->anim->st_frames[anim->frame];
|
||||
}
|
||||
|
||||
void anim_setframe(struct anim2d *anim, int frame) {
|
||||
anim->frame = frame;
|
||||
anim_calc(anim);
|
||||
}
|
||||
|
||||
struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps) {
|
||||
struct TexAnim *anim = malloc(sizeof(*anim));
|
||||
anim->tex = texture_loadfromfile(path);
|
||||
texanim_fromframes(anim, frames);
|
||||
anim->ms = (float)1 / fps;
|
||||
|
||||
return anim;
|
||||
}
|
||||
|
||||
void texanim_fromframes(struct TexAnim *anim, int frames) {
|
||||
if (anim->st_frames) {
|
||||
free(anim->st_frames);
|
||||
}
|
||||
|
||||
arrsetlen(anim->st_frames, frames);
|
||||
|
||||
float width = (float)1 / frames;
|
||||
|
||||
for (int i = 0; i < frames; i++) {
|
||||
anim->st_frames[i].s0 = width * i;
|
||||
anim->st_frames[i].s1 = width * (i + 1);
|
||||
anim->st_frames[i].t0 = 0.f;
|
||||
anim->st_frames[i].t1 = 1.f;
|
||||
}
|
||||
}
|
||||
|
||||
void tex_gpu_free(struct Texture *tex) {
|
||||
/*
|
||||
if (tex->id != 0) {
|
||||
glDeleteTextures(1, &tex->id);
|
||||
tex->id = 0;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
int anim_frames(struct TexAnim *a) {
|
||||
return arrlen(a->st_frames);
|
||||
}
|
||||
|
||||
struct glrect tex_get_rect(struct Texture *tex) {
|
||||
return ST_UNIT;
|
||||
}
|
||||
struct glrect tex_get_rect(struct Texture *tex) { return ST_UNIT; }
|
||||
|
||||
HMM_Vec2 tex_get_dimensions(struct Texture *tex) {
|
||||
if (!tex) return (HMM_Vec2){0,0};
|
||||
|
@ -386,69 +296,6 @@ HMM_Vec2 tex_get_dimensions(struct Texture *tex) {
|
|||
return d;
|
||||
}
|
||||
|
||||
void tex_bind(struct Texture *tex) {
|
||||
/* glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, tex->id);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id);
|
||||
*/
|
||||
}
|
||||
float st_s_w(struct glrect st) { return (st.s1 - st.s0); }
|
||||
|
||||
/********************** ANIM2D ****************/
|
||||
|
||||
void anim_load(struct anim2d *anim, const char *path) {
|
||||
anim->anim = &texture_pullfromfile(path)->anim;
|
||||
anim->anim->tex->opts.animation = 1;
|
||||
anim_stop(anim);
|
||||
anim_play(anim);
|
||||
}
|
||||
|
||||
void anim_play(struct anim2d *anim) {
|
||||
// if (anim->playing)
|
||||
// return;
|
||||
|
||||
// if (anim->frame == anim_frames(anim->anim))
|
||||
// anim->frame = 0;
|
||||
|
||||
// anim->playing = 1;
|
||||
|
||||
// if (anim->timer == NULL)
|
||||
// anim->timer = id2timer(timer_make(1.f / anim->anim->ms, anim_incr, anim, 0, 0));
|
||||
// else
|
||||
// timerr_settime(anim->timer, 1.f / anim->anim->ms);
|
||||
|
||||
// timer_start(anim->timer);
|
||||
}
|
||||
|
||||
void anim_stop(struct anim2d *anim) {
|
||||
if (!anim->playing)
|
||||
return;
|
||||
|
||||
anim->playing = 0;
|
||||
anim->frame = 0;
|
||||
anim->pausetime = 0;
|
||||
timer_stop(anim->timer);
|
||||
}
|
||||
|
||||
void anim_pause(struct anim2d *anim) {
|
||||
if (!anim->playing)
|
||||
return;
|
||||
|
||||
anim->playing = 0;
|
||||
timer_pause(anim->timer);
|
||||
}
|
||||
|
||||
void anim_fwd(struct anim2d *anim) {
|
||||
anim_incr(anim);
|
||||
}
|
||||
|
||||
void anim_bkwd(struct anim2d *anim) {
|
||||
anim_decr(anim);
|
||||
}
|
||||
|
||||
float st_s_w(struct glrect st) {
|
||||
return (st.s1 - st.s0);
|
||||
}
|
||||
|
||||
float st_s_h(struct glrect st) {
|
||||
return (st.t1 - st.t0);
|
||||
}
|
||||
float st_s_h(struct glrect st) { return (st.t1 - st.t0); }
|
||||
|
|
|
@ -33,25 +33,6 @@ struct uvrect {
|
|||
int v1;
|
||||
};
|
||||
|
||||
/* Tracks a playing animation */
|
||||
/* Objects should keep this, and just change what TexAnim they are pointing to */
|
||||
struct anim2d {
|
||||
int frame;
|
||||
int playing;
|
||||
int pausetime;
|
||||
struct timer *timer;
|
||||
struct TexAnim *anim;
|
||||
float size[2]; /* Current size of animation in pixels*/
|
||||
};
|
||||
|
||||
/* Describes an animation on a particular texture */
|
||||
struct TexAnim {
|
||||
struct Texture *tex;
|
||||
struct glrect *st_frames; /* Dynamic array of frames of animation */
|
||||
int ms;
|
||||
int loop;
|
||||
};
|
||||
|
||||
struct TextureOptions {
|
||||
int sprite;
|
||||
int mips;
|
||||
|
@ -59,7 +40,6 @@ struct TextureOptions {
|
|||
int animation;
|
||||
int wrapx;
|
||||
int wrapy;
|
||||
|
||||
};
|
||||
|
||||
/* Represents an actual texture on the GPU */
|
||||
|
@ -69,7 +49,6 @@ struct Texture {
|
|||
uint16_t height;
|
||||
unsigned char *data;
|
||||
struct TextureOptions opts;
|
||||
struct TexAnim anim;
|
||||
int frames;
|
||||
};
|
||||
|
||||
|
@ -79,30 +58,15 @@ struct Image {
|
|||
};
|
||||
|
||||
struct Texture *texture_pullfromfile(const char *path); // Create texture from image
|
||||
struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu
|
||||
struct Texture *texture_fromdata(void *raw, long size);
|
||||
|
||||
/* Hot reloads a texture, if needed */
|
||||
void texture_sync(const char *path);
|
||||
struct Texture *str2tex(const char *path);
|
||||
void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load
|
||||
void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
|
||||
void tex_bind(struct Texture *tex); // Bind to gl context
|
||||
|
||||
char * tex_get_path(struct Texture *tex); // Get image path for texture
|
||||
|
||||
struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps);
|
||||
void texanim_fromframes(struct TexAnim *anim, int frames);
|
||||
|
||||
void anim_load(struct anim2d *anim, const char *path); /* Load and start new animation */
|
||||
void anim_calc(struct anim2d *anim);
|
||||
void anim_play(struct anim2d *anim);
|
||||
void anim_setframe(struct anim2d *anim, int frame);
|
||||
void anim_stop(struct anim2d *anim);
|
||||
void anim_pause(struct anim2d *anim);
|
||||
void anim_fwd(struct anim2d *anim);
|
||||
void anim_bkwd(struct anim2d *anim);
|
||||
void anim_incr(struct anim2d *anim);
|
||||
void anim_decr(struct anim2d *anim);
|
||||
|
||||
int gif_nframes(const char *path);
|
||||
|
||||
struct glrect tex_get_rect(struct Texture *tex);
|
||||
|
|
|
@ -304,7 +304,7 @@ dam->update_activity(dam, &da, NULL, NULL);
|
|||
if (argc > i+1) argsize++;
|
||||
}
|
||||
|
||||
char cmdstr[argsize];
|
||||
char cmdstr[argsize+1];
|
||||
cmdstr[0] = '\0';
|
||||
|
||||
for (int i = 0; i < argc; i++) {
|
||||
|
|
Loading…
Reference in a new issue