Go to file
DaniTheSkunk 12d7d0c823 added some utility functions 2023-02-27 00:56:35 +00:00
example_data replaced embed.h style embedding with skip 2023-02-24 23:39:42 +00:00
examples stuff and port to msvc 2023-02-24 23:14:05 +00:00
include added some utility functions 2023-02-27 00:56:35 +00:00
src added some utility functions 2023-02-27 00:56:35 +00:00
subprojects stuff and port to msvc 2023-02-24 23:14:05 +00:00
tools addded str prefix to string functions 2023-02-26 22:29:17 +00:00
.clang-format loading png 2022-12-22 09:05:39 +00:00
.gitignore stuff and port to msvc 2023-02-24 23:14:05 +00:00
LICENSE Initial commit 2022-12-19 14:56:01 +01:00
README.md gsa is rendering texture'ish now 2022-12-31 11:14:57 +00:00
build.bat added some utility functions 2023-02-27 00:56:35 +00:00
build.c added some utility functions 2023-02-27 00:56:35 +00:00
em.ini support emscripten compile 2022-12-21 14:01:04 +00:00
meson.build stuff and port to msvc 2023-02-24 23:14:05 +00:00
native.ini trying out meson instead of cmake 2022-12-21 11:09:42 +00:00
prebuild.bat moved from cmake to meson 2022-12-21 11:38:50 +00:00
prebuildem.bat support emscripten compile 2022-12-21 14:01:04 +00:00

README.md

skunkworks-c

code standard

snake_case for variables, function names, and struct names. always explicit struct, no typedefs. prefix struct members with _ (yes, its allowed, but within structs only) if "private". function order:

  • create functions(including unnamed value type ones)
  • destroy functions
  • empty line
  • static functions(ones that don't take object as parameter)
  • empty line
  • methods(ones that do take object as parameter)

game skunk advance stuffs

do lots automagic... magic main function within the header? autocalling update and init function. texture loading compile time? parse directory, make a variable for each (player.png -> tex_player), and a loading function that will load all of them.

game skunk advance specs

8-bit colour, but user changeable palette(realtime) tilesize 16x16 screensize 304x176 (19x11 tiles) multiple tilesets... or singular big tileset? the latter... could be a nice simplification... maybe 65536 tiles, a 4096x4096 pixels texture 4 tilemaps, 1024x1024 each, tileset offsets?, rotation and other effects 256 sprites (using tileset)