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|
/* boot.lua */
static const char* boot_lua = R"(
jin._argv[2] = jin._argv[2] or '.'
jin.filesystem.init()
jin.filesystem.mount(jin._argv[2])
local conf = {}
if jin.filesystem.exist("config.lua") then
conf = require "config"
end
conf.width = conf.width or 576
conf.height = conf.height or 448
conf.fps = conf.fps or 60
conf.vsync = conf.vsync or false
conf.title = conf.title or ("jin v" .. jin.version())
conf.resizable = conf.resizable or false
conf.fullscreen = conf.fullscreen or false
-- initialize subsystems
jin.graphics.init(conf)
jin.audio.init()
local function call(func, ...)
if func then
return func(...)
end
end
function jin.core.run()
call(jin.core.onLoad)
local previous = jin.time.second()
local SEC_PER_UPDATE = 1 / conf.fps
local dt = SEC_PER_UPDATE
local running = true
while(jin.core.running()) do
for _, e in pairs(jin.event.poll()) do
if e.type == "keydown" then
jin.keyboard.set(e.key, true)
elseif e.type == "keyup" then
jin.keyboard.set(e.key, false)
end
call(jin.core.onEvent, e)
running = jin.core.running()
if not running then break end
end
if not running then break end
call(jin.core.onUpdate, dt)
jin.graphics.unbind()
jin.graphics.clear()
jin.graphics.color()
jin.graphics.study()
call(jin.core.onDraw)
jin.graphics.present()
local current = jin.time.second()
dt = current - previous
local wait = SEC_PER_UPDATE - dt
previous = previous + SEC_PER_UPDATE
if wait > 0 then
dt = SEC_PER_UPDATE
jin.time.sleep(wait)
else
previous = current
end
end
end
local function onError(msg)
local tab = ' '
print("Error:\n" .. msg)
function jin.core.onEvent(e)
if e.type == 'quit' then
jin.core.stop()
end
end
local ww, wh = jin.graphics.size()
function jin.core.onDraw()
jin.graphics.write("Error: ", 10, 10, 30, 3, 30)
jin.graphics.write(msg, 10, 50)
end
end
-------------------------------------------------------------------------------
-- No game handler
-------------------------------------------------------------------------------
jin.nogame = {
cs = 64,
sw = jin.graphics.getWidth(),
sh = jin.graphics.getHeight(),
cw = 0,
ch = 0,
ww = 6,
ww2 = 6*2,
speed = 4,
t = 0,
load = function()
local nogame = jin.nogame
nogame.cw = nogame.sw / nogame.cs
nogame.ch = nogame.sh / nogame.cs
nogame.t = nogame.ww - 1
end,
event = function(e)
if e.type == 'quit' then
jin.core.stop()
end
end,
update = function(dt)
local nogame = jin.nogame
nogame.t = nogame.t + dt * nogame.speed
if nogame.t > nogame.ww2 then
nogame.t = nogame.t - nogame.ww2
end
end,
circle = function(x, y, r)
local nogame = jin.nogame
if r % nogame.ww2 > nogame.ww then
return
end
r = math.sin((r/nogame.ww)*math.pi)*nogame.cs/2
local fact = (x + y) / nogame.ch * nogame.cw
jin.graphics.color(155 + 100 * math.sin(fact), 155 + 100 * math.cos(fact), 155 + 100 * math.sin(fact * fact), 255)
jin.graphics.circle("fill", x*nogame.cs + nogame.cs/2, y*nogame.cs + nogame.cs/2, r)
end,
draw = function()
local nogame = jin.nogame
for y = 0, nogame.ch - 1 do
for x = 0, nogame.cw - 1 do
nogame.circle(x, y, nogame.t+x+y)
end
end
end
}
-------------------------------------------------------------------------------
-- Boot jin
-------------------------------------------------------------------------------
local function boot()
if jin.filesystem.exist("main.lua") then
-- require main game script
xpcall(function() require"main" end, onError)
jin.core.run()
else
-- no game
jin.core.onLoad = jin.nogame.load
jin.core.onEvent = jin.nogame.event
jin.core.onUpdate = jin.nogame.update
jin.core.onDraw = jin.nogame.draw
jin.core.run()
end
-- quit subsystems
jin.graphics.destroy()
jin.audio.destroy()
-- exit whole game
jin.core.quit()
end
xpcall(boot, onError)
)";
|