1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
|
/* boot.lua */
static const char* boot_lua = R"(
jin.args[2] = jin.args[2] or '.'
jin.filesystem.init()
jin.filesystem.mount(jin.args[2])
-------------------------------------------------------------------------
-- Config game
-------------------------------------------------------------------------
jin.config = {}
if jin.filesystem.exist("config.lua") then
jin.config = require "config"
end
jin.config.width = jin.config.width or 580
jin.config.height = jin.config.height or 450
jin.config.vsync = jin.config.vsync or true
jin.config.title = jin.config.title or ("jin v" .. jin.version)
jin.config.resizable = jin.config.resizable or false
jin.config.fullscreen = jin.config.fullscreen or false
jin.config.fps = jin.config.fps or 60
-------------------------------------------------------------------------
-- Initialize sub systems
-------------------------------------------------------------------------
jin.graphics.init(jin.config)
jin.audio.init()
-- TODO: Disable some internal lua modules.
-------------------------------------------------------------------------
-- Default game loop
-------------------------------------------------------------------------
local function call(func, ...)
if func then
return func(...)
end
end
function jin.core.run()
call(jin.core.onLoad)
jin.graphics.reset()
local dt = 0
local previous = jin.time.second()
local current = previous
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)
end
previous = current
current = jin.time.second()
dt = current - previous
call(jin.core.onUpdate, dt)
jin.graphics.clear()
call(jin.core.onDraw)
jin.graphics.present()
-- Sleep 1 ms
jin.time.sleep(0.001)
end
end
-------------------------------------------------------------------------
-- Boot game
-------------------------------------------------------------------------
local function plainLoop()
while jin.core.running() do
for _, e in pairs(jin.event.poll()) do
if e.type == "Quit" then
jin.core.stop()
end
end
jin.time.sleep(0.001)
end
end
-- Display error message.
local function onError(msg)
local err = "Error:\n" .. msg .. "\n" .. debug.traceback()
jin.graphics.reset()
jin.graphics.setClearColor(100, 100, 100, 255)
jin.graphics.clear()
jin.graphics.print(err, 5, 5)
jin.graphics.present()
plainLoop()
end
-- No game screen.
local function noGame()
jin.graphics.reset()
jin.graphics.reset()
jin.graphics.setClearColor(100, 100, 100, 255)
jin.graphics.clear()
jin.graphics.print("No Game", 5, 5)
jin.graphics.present()
plainLoop()
end
local function boot()
if jin.filesystem.exist("main.lua") then
call(function()
require"main"
jin.core.run()
end)
else
noGame()
end
end
xpcall(boot, onError)
-------------------------------------------------------------------------
-- Destroy sub-systems
-------------------------------------------------------------------------
jin.graphics.destroy()
jin.audio.destroy()
-------------------------------------------------------------------------
-- Quit game
-------------------------------------------------------------------------
jin.core.quit()
)";
|