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examples | ||
include | ||
src | ||
subprojects | ||
.clang-format | ||
.gitignore | ||
CMakeLists.txt | ||
LICENSE | ||
README.md | ||
build.bat | ||
em.ini | ||
gfx.png | ||
meson.build | ||
native.ini | ||
prebuild.bat | ||
prebuildem.bat |
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)