synchronise with the template

- use the version of audio management which doesn't crash the
application if something goes wrong
- include colour32
- update error management to be more reflective of the one defined in
the template
- modify the renderer functions to be more reflective of the template
- modify the game functions to be more reflective of the template (& use
a more failproof method of initializing)
- add gametime
- remove set_gamestatus logic and just use a run boolean in gamedata
- remove emscripten preprocessors as those haven't really been used
This commit is contained in:
2025-03-22 15:29:42 +01:00
parent 7fb624311f
commit 60ae11de10
17 changed files with 416 additions and 265 deletions

View File

@@ -1,10 +1,19 @@
#pragma once
#include <SDL_scancode.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include "../window/audio.h"
#include "../window/colour8.h"
#include "tetromino/shapes.h"
#include "../window/colour/colour8.h"
#include "./tetromino/shapes.h"
#include "gametime.h"
// constants for pi(π) and tau(τ)
#define PI (M_PI) // π constant
#define TAU (M_PI * 2.0) // τ constant
#define PIf (M_PIf) // π constant as a 32-bit floating point
#define TAUf (M_PIf * 2.0F) // τ constant as a 32-bit floating point
// stores the data used in the game
#define COLUMNS ((int8_t)10)
@@ -15,8 +24,9 @@ typedef colour8* row;
typedef struct {
row rows[ROWS];
audio_device* audio_device;
audio_data music;
gametime* time;
audiodevice* audio_device;
audiodata music;
uint32_t timer_music;
uint32_t timer_update;
uint32_t timer_input;
@@ -25,9 +35,10 @@ typedef struct {
uint8_t curr_idx; // current shape index
int8_t sel_x; // selected shape x position
int8_t sel_y; // selected shape y position
} game_data;
bool run;
} gamedata;
void next_shape(game_data* dat);
void game_init(game_data* dat); // initializes the game
void game_update(game_data* dat, uint8_t const* keys); // updates the game's state
void game_free(game_data* dat); // free all data stored with the game
void next_shape(gamedata*); // initializes everything needed to start the game; outputs to gamedata
void game_init(gamedata*, gametime*); // initializes the game
void game_update(gamedata*); // causes an update to occur within the game
void game_free(gamedata*); // frees the resources associated with the game