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#include "asset.h"
#include "config.h"
#include "memory.h"
#include "plat.h"
#include "rect.h"
#include "render.h"
int entrypoint(int argc, const char** argv, Arena* m) {
Heap h;
App* a;
FPS f;
Renderer r;
Rect rect = { 0, 0, 32, 32 };
Rect rect2 = { 0, 0, 8, 8 };
int x = 0, y = 0;
(void)argc;
(void)argv;
init_heap(
&h,
arena_alloc(m, app_memory_size),
app_memory_size
);
a = new_app(&h, "1 bit jam");
init_fps(&f, default_mpf);
while (a->o) {
fps_begin(&f);
while (f.now >= f.next && a->o) {
app_begin(a);
ren_begin(&r, a->fb, viewport_w, viewport_h);
ren_clear(&r);
if (a->btn_states[btn_left] & btn_state_pressed)
x--;
if (a->btn_states[btn_right] & btn_state_pressed)
x++;
if (a->btn_states[btn_up] & btn_state_pressed)
y--;
if (a->btn_states[btn_down] & btn_state_pressed)
y++;
ren_text(&r, 30, 60, "Hello");
ren_map(&r, 10, 5, &rect, get_bitmap(asset_id_hello_img));
ren_map(&r, x, y, &rect2, get_bitmap(asset_id_guy_img));
ren_end(&r);
app_end(a);
fps_update(&f);
}
fps_end(&f);
}
deinit_app(a);
return error_none;
}
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