51 asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
51 asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
52 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
52 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
53 cxMempoolRegister(asc_active_glctx_mpool, tex2d, destroy_textures); |
53 cxMempoolRegister(asc_active_glctx_mpool, tex2d, destroy_textures); |
54 } |
54 } |
55 |
55 |
56 static void update_fps_counter(AscSceneNode *node) { |
56 static void update_fps_counter(AscBehavior *behavior) { |
|
57 AscSceneNode *node = behavior->node; |
57 static uint64_t last_fps = 0; |
58 static uint64_t last_fps = 0; |
58 static uint64_t debounce = ASC_NANOS_SECOND - 1; |
59 static uint64_t debounce = ASC_NANOS_SECOND - 1; |
59 debounce += asc_context.frame_nanos; |
60 debounce += asc_context.frame_nanos; |
60 // only update text every second |
61 // only update text every second |
61 if (debounce >= ASC_NANOS_SECOND) { |
62 if (debounce >= ASC_NANOS_SECOND) { |
79 (int)bottom_right.y - (int)text_size.height - 10 |
80 (int)bottom_right.y - (int)text_size.height - 10 |
80 ); |
81 ); |
81 } |
82 } |
82 } |
83 } |
83 |
84 |
84 static void scale_backdrop(AscSceneNode *node) { |
85 static void scale_backdrop(AscBehavior *behavior) { |
85 // scale the backdrop to the size of the window |
86 // scale the backdrop to the size of the window |
86 if (asc_active_window->resized) { |
87 if (asc_active_window->resized) { |
|
88 AscSceneNode *node = behavior->node; |
87 asc_vec2u window_size = asc_active_window->dimensions; |
89 asc_vec2u window_size = asc_active_window->dimensions; |
88 // TODO: replace scale with asc_sprite_set_size() |
90 // TODO: replace scale with asc_sprite_set_size() |
89 asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1); |
91 asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1); |
90 // TODO: implement texture repetition |
92 // TODO: implement texture repetition |
91 } |
93 } |
92 } |
94 } |
93 |
95 |
94 static void create_backdrop(void) { |
96 static void create_backdrop(void) { |
95 AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP); |
97 AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP); |
96 asc_scene_add_behavior(node, scale_backdrop); |
98 asc_behavior_add(node, .func = scale_backdrop); |
97 asc_scene_add_node(BACKDROP_SCENE, node); |
99 asc_scene_add_node(BACKDROP_SCENE, node); |
98 } |
100 } |
99 |
101 |
100 static void create_fps_counter(void) { |
102 static void create_fps_counter(void) { |
101 asc_font(ASC_FONT_REGULAR, 12); |
103 asc_font(ASC_FONT_REGULAR, 12); |
102 asc_ink_rgba(224, 224, 224, 196); |
104 asc_ink_rgba(224, 224, 224, 196); |
103 AscSceneNode *node = asc_text(); |
105 AscSceneNode *node = asc_text(); |
104 asc_scene_add_behavior(node, update_fps_counter); |
106 asc_behavior_add(node, .func = update_fps_counter); |
105 asc_add_ui_node(node); |
107 asc_add_ui_node(node); |
106 } |
108 } |
107 |
109 |
108 static void create_score_counter(void) { |
110 static void create_score_counter(void) { |
109 asc_font(ASC_FONT_BOLD, 16); |
111 asc_font(ASC_FONT_BOLD, 16); |