/************************************************************************/ /* ________ ___________ __ */ /* / _____/_____ _____ ____ / _____/ | ____ __ ____ | | __ */ /* / \ ___\__ \ / \_/ __ \ \_____ \| |/ / | \/ \| |/ / */ /* \ \_\ \/ __ \| Y Y \ ___/ / \ <| | / | \ < */ /* \______ (____ /__|_| /\___ >_______ /__|_ \____/|___| /__|_ \ */ /* \/ \/ \/ \/ \/ \/ \/ \/ */ /* _____ .___ */ /* / _ \ __| _/__ _______ ____ ____ ____ */ /* / /_\ \ / __ |\ \/ /\__ \ / \_/ ___\/ __ \ */ /* / | \/ /_/ | \ / / __ \| | \ \__\ ___/ */ /* \____|__ /\____ | \_/ (____ /___| /\___ >___ > */ /* \/ \/ \/ \/ \/ \/ */ /************************************************************************/ #ifndef GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE #define GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE #include "image8.h" #ifndef GSA_NOMAIN #include "embed_gfx.h" #endif #include "skunkworks.h" #include "vec2i.h" #include "window.h" #define MAX_SPRITES 256 #define TILEMAP_MAX_SIZE 1024 #define MAX_TILEMAPS 4 struct gsa_sprite { u16 tile; i32 x, y; }; struct gsa_map { u16 tiles[TILEMAP_MAX_SIZE][TILEMAP_MAX_SIZE]; i32 w, h; i32 scrollx, scrolly; }; extern struct gsa_sprite sprites[MAX_SPRITES]; extern struct sw_image8 *_gfx; extern struct gsa_map maps[MAX_TILEMAPS]; int gsa_main(int argc, char *argv[]); /* to be implemented in game */ void init(); void tick(); #ifndef GSA_NOMAIN int main(int argc, char *argv[]) { _gfx = sw_image8_load_png_data(___gfx_png, ___gfx_png_len); gsa_main(argc, argv); return 0; } #endif void _gsa_tick(); #endif /* GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE */