#include "game/level/player.h"
#include "game/sound_samples.h"
#include "game/sprite_font.h"
-#include "math/minmax.h"
#include "math/point.h"
#include "sdl/renderer.h"
#include "system/error.h"
{
srand((unsigned int) time(NULL));
- lt_t *const lt = create_lt();
+ Lt *const lt = create_lt();
char *level_filename = NULL;
- int fps = 60;
+ int fps = 30;
for (int i = 1; i < argc;) {
if (strcmp(argv[i], "--fps") == 0) {
};
const size_t sound_sample_files_count = sizeof(sound_sample_files) / sizeof(char*);
- game_t *const game = PUSH_LT(
+ Game *const game = PUSH_LT(
lt,
create_game(
level_filename,
const Uint8 *const keyboard_state = SDL_GetKeyboardState(NULL);
+ SDL_StartTextInput();
SDL_Event e;
const int64_t delta_time = (int64_t) roundf(1000.0f / 60.0f);
int64_t render_timer = (int64_t) roundf(1000.0f / (float) fps);
RETURN_LT(lt, -1);
}
- if (game_render(game) < 0) {
- print_current_error_msg("Failed rendering the game");
- RETURN_LT(lt, -1);
- }
-
- const int64_t end_frame_time = (int64_t) SDL_GetTicks();
-
render_timer -= delta_time;
if (render_timer <= 0) {
+ if (game_render(game) < 0) {
+ print_current_error_msg("Failed rendering the game");
+ RETURN_LT(lt, -1);
+ }
SDL_RenderPresent(renderer);
render_timer = (int64_t) roundf(1000.0f / (float) fps);
}
+ const int64_t end_frame_time = (int64_t) SDL_GetTicks();
+#define max_int64(a, b) (a > b ? a : b)
SDL_Delay((unsigned int) max_int64(10, delta_time - (end_frame_time - begin_frame_time)));
+#undef max_int64
}
RETURN_LT(lt, 0);