engine.d 3.4 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. void engineLoader()
  22. {
  23. systemSettings = loadSettingsFromConfigFile("conf/settings.conf");
  24. float baseWidth = 1344.0f;
  25. float baseHeight = 1008.0f;
  26. int screenWidth = systemSettings.defaultScreenWidth;
  27. int screenHeight = systemSettings.defaultScreenHeight;
  28. scale = min(cast(float)(screenWidth/baseWidth), cast(float)(screenHeight/baseHeight));
  29. debugWriteln("scale: ", scale);
  30. // Initialization
  31. SetExitKey(0);
  32. Image icon = LoadImage(systemSettings.iconPath.toStringz());
  33. // Window and Audio Initialization
  34. InitWindow(screenWidth, screenHeight, systemSettings.windowTitle.toStringz());
  35. if (systemSettings.defaultFullscreen == true) {
  36. ToggleFullscreen();
  37. }
  38. SetWindowIcon(icon);
  39. UnloadImage(icon);
  40. //ToggleFullscreen();
  41. SetTargetFPS(60);
  42. //fallback font?
  43. textFont = LoadFont(systemSettings.fallbackFont.toStringz());
  44. // Fade In and Out Effects
  45. InitAudioDevice();
  46. helloScreen();
  47. ClearBackground(Colors.BLACK);
  48. EndDrawing();
  49. camera.target = Vector2(screenWidth/2.0f, screenHeight/2.0f);
  50. camera.offset = Vector2(screenWidth/2.0f, screenHeight/2.0f);
  51. camera.rotation = 0.0f;
  52. camera.zoom = 1.0f;
  53. while (true)
  54. {
  55. switch (currentGameState)
  56. {
  57. case GameState.MainMenu:
  58. debugWriteln("Showing menu.");
  59. showMainMenu();
  60. break;
  61. case GameState.InGame:
  62. gameInit();
  63. while (!WindowShouldClose())
  64. {
  65. if (luaReload) {
  66. resetAllScriptValues();
  67. int luaExecutionCode = luaInit(luaExec);
  68. if (luaExecutionCode != EngineExitCodes.EXIT_OK) {
  69. writeln("[ERROR] Engine stops execution according to error code: ",
  70. luaExecutionCode.to!EngineExitCodes);
  71. currentGameState = GameState.Exit;
  72. break;
  73. }
  74. luaReload = false;
  75. }
  76. SetExitKey(0);
  77. if (IsKeyPressed(KeyboardKey.KEY_F11)) {
  78. ToggleFullscreen();
  79. }
  80. BeginDrawing();
  81. ClearBackground(Colors.BLACK);
  82. // main logic
  83. BeginMode2D(camera);
  84. backgroundLogic();
  85. characterLogic();
  86. // effects logic
  87. effectsLogic();
  88. EndMode2D();
  89. //drawing dialogs
  90. dialogLogic();
  91. luaEventLoop();
  92. EndDrawing();
  93. }
  94. break;
  95. case GameState.Exit:
  96. EndDrawing();
  97. unloadResourcesLogic();
  98. CloseAudioDevice();
  99. CloseWindow();
  100. return;
  101. default:
  102. break;
  103. }
  104. }
  105. }