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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;
}