engine.d 3.7 KB

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  1. // quantumde1 developed software, licensed under MIT license.
  2. module graphics.engine;
  3. import raylib;
  4. //dlang imports
  5. import std.stdio;
  6. import std.string;
  7. import std.conv;
  8. //graphics
  9. import graphics.gamelogic;
  10. import ui.menu;
  11. //dialogs
  12. import dialogs.dialogbox;
  13. //scripting imports
  14. import scripts.lua;
  15. //engine internal functions
  16. import system.config;
  17. import system.abstraction;
  18. import variables;
  19. import system.cleanup;
  20. import std.algorithm;
  21. import graphics.collision;
  22. void engineLoader()
  23. {
  24. systemSettings = loadSettingsFromConfigFile("conf/settings.conf");
  25. baseWidth = systemSettings.defaultScreenWidth;
  26. baseHeight = systemSettings.defaultScreenHeight;
  27. int screenWidth = systemSettings.screenWidth;
  28. int screenHeight = systemSettings.screenHeight;
  29. scale = min(cast(float)(screenWidth/baseWidth), cast(float)(screenHeight/baseHeight));
  30. debugWriteln("scale: ", scale);
  31. // Initialization
  32. SetExitKey(0);
  33. Image icon = LoadImage(systemSettings.iconPath.toStringz());
  34. // Window and Audio Initialization
  35. InitWindow(screenWidth, screenHeight, systemSettings.windowTitle.toStringz());
  36. if (systemSettings.defaultFullscreen == true) {
  37. ToggleFullscreen();
  38. }
  39. SetWindowIcon(icon);
  40. UnloadImage(icon);
  41. //ToggleFullscreen();
  42. SetTargetFPS(60);
  43. //fallback font?
  44. textFont = LoadFont(systemSettings.fallbackFont.toStringz());
  45. // Fade In and Out Effects
  46. InitAudioDevice();
  47. helloScreen();
  48. ClearBackground(Colors.BLACK);
  49. EndDrawing();
  50. camera = Camera3D(
  51. Vector3(0.0f, 10.0f, 8.0f),
  52. Vector3(0.0f, 5.0f, 0.0f),
  53. Vector3(0.0, 1.0, 0.0),
  54. 90.0f,
  55. CameraProjection.CAMERA_PERSPECTIVE
  56. );
  57. while (true)
  58. {
  59. switch (currentGameState)
  60. {
  61. case GameState.MainMenu:
  62. debugWriteln("Showing menu.");
  63. showMainMenu();
  64. break;
  65. case GameState.InGame:
  66. gameInit();
  67. while (!WindowShouldClose())
  68. {
  69. if (luaReload) {
  70. resetAllScriptValues();
  71. int luaExecutionCode = luaInit(luaExec);
  72. if (luaExecutionCode != EngineExitCodes.EXIT_OK) {
  73. writeln("[ERROR] Engine stops Lua execution according to error code: ",
  74. luaExecutionCode.to!EngineExitCodes);
  75. currentGameState = GameState.Exit;
  76. break;
  77. }
  78. luaReload = false;
  79. }
  80. SetExitKey(0);
  81. if (IsKeyPressed(KeyboardKey.KEY_F11)) {
  82. ToggleFullscreen();
  83. }
  84. BeginDrawing();
  85. ClearBackground(Colors.BLACK);
  86. /* 3D part */
  87. BeginMode3D(camera);
  88. luaEventLoop3D();
  89. EndMode3D();
  90. luaEventLoop2D();
  91. /* 2D part */
  92. // background display logic
  93. backgroundLogic();
  94. // character display logic
  95. characterLogic();
  96. // effects logic
  97. effectsLogic();
  98. //drawing dialogs
  99. dialogLogic();
  100. EndDrawing();
  101. }
  102. break;
  103. case GameState.Exit:
  104. EndDrawing();
  105. unloadResourcesLogic();
  106. CloseAudioDevice();
  107. CloseWindow();
  108. return;
  109. default:
  110. break;
  111. }
  112. }
  113. }