new iteration of draft
parent
ac6b44eb0a
commit
b032db0acd
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@ -10,6 +10,7 @@ typedef int efd_app;
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typedef uint16_t efd_entity_type;
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typedef int32_t efd_result;
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typedef void * efd_world;
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typedef int efd_entid;
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// define amount of memeory reserved for???
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// custom data within COMMAND (cli->ser) and SNAPSHOT (ser->cli)
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@ -21,46 +22,70 @@ typedef void * efd_world;
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#define EFD_TYPE(id) ((id - 1) >> EFD_TYPE_SHIFT)
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#define EFD_END 0
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typedef enum efd_asset_type {
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EFD_NONE = 0,
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EFD_TEXTURE,
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EFD_TEXTURE_ATLAS,
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EFD_ANIMATION,
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EFD_SOUND,
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EFD_FONT,
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EFD_SHADER,
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} efd_asset_type;
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typedef enum efd_instance_type {
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EFD_TYPE_NONE = 0,
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typedef enum efd_object_type {
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EFD_TYPE_NONE,
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/* chunk */
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EFD_TYPE_TILE,
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EFD_TYPE_BLOCK,
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EFD_TYPE_ENTITY,
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EFD_TYPE_ITEM,
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EFD_TYPE_CRAFT,
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EFD_TYPE_CHUNK,
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EFD_TYPE_TYPE_LAST,
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EFD_TYPE_TYPE_MAX = 0xFFFF,
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} efd_object_type;
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/* entities */
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EFD_TYPE_ITEM,
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EFD_TYPE_OBJECT,
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EFD_TYPE_DEVICE,
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EFD_TYPE_VEHICLE,
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EFD_TYPE_MOB,
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EFD_TYPE_PLAYER,
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/* other */
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EFD_TYPE_OTHER,
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/* utils */
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EFD_TYPE_LAST,
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EFD_TYPE_MAX = 0xFFFF,
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} efd_instance_type;
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typedef enum efd_flags {
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EFD_FLAG_COLLISION = (1 << 1),
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EFD_FLAG_HAZARD = (1 << 2),
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EFD_FLAG_ESSENTIAL = (1 << 3),
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EFD_FLAG_DESTROY_ON_COLLISION = (1 << 4),
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EFD_FLAG_AI = (1 << 5),
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EFD_FLAG_PLAYER = (1 << 6),
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EFD_FLAG_VEHICLE = (1 << 7),
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} efd_flags;
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// assets
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typedef enum efd_asset_type {
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EFD_NONE = 0,
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EFD_TEXTURE,
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EFD_ANIMATION,
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EFD_SOUND,
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EFD_FONT,
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EFD_SHADER,
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} efd_asset_type;
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typedef enum efd_asset_flags {
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EFD_FLAG_ATLAS = (1 << 1), // texture is an atlas and has multiple frames
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EFD_FLAG_LOOPED = (1 << 2), // frames are looped sequentially (requrires EFD_FLAG_ATLAS, can be combined with EFD_FLAG_RANDOM)
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EFD_FLAG_RANDOM = (1 << 3), // one of the frames is randomly chosen (requrires EFD_FLAG_ATLAS, can be combined with EFD_FLAG_LOOPED)
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EFD_FLAG_COMPLEX = (1 << 4), // frames have a complex state system and require a separate asset with EFD_ANIMATION type
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} efd_asset_flags;
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typedef struct efd_asset {
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efd_asset_type type;
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int id;
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const char *path;
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void *data; /* TODO: make a union */
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int32_t flags;
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struct {
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int size_x;
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int size_y;
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} atlas;
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void *data;
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} efd_asset;
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// objects
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typedef struct efd_tile {
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int id;
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int flags;
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@ -76,27 +101,16 @@ typedef struct efd_block {
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int vely;
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} efd_block;
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typedef struct efd_entity {
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int id;
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int flags;
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} efd_entity;
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typedef struct efd_item {
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int id;
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const char *t1;
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const char *t2;
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} efd_item;
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typedef struct efd_craft_item {
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typedef struct efd_item_list {
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int id;
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int qty;
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} efd_craft_item;
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} efd_item_list;
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typedef struct efd_craft {
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int producer;
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int ticks;
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efd_craft_item *input;
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efd_craft_item *output;
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efd_item_list *input;
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efd_item_list *output;
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} efd_craft;
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typedef struct efd_tooltip {
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@ -104,6 +118,19 @@ typedef struct efd_tooltip {
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const char *description;
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} efd_tooltip;
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typedef struct efd_entity {
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int id;
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int flags;
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int stack;
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union {
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int durability;
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int health;
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};
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efd_result (*spawn_cb)(efd_entid);
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efd_item_list *drop;
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} efd_entity;
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typedef struct efd_app_desc {
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const char *name;
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int debug_ui;
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@ -123,8 +150,8 @@ typedef struct efd_app_desc {
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efd_result (*system_cb)();
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efd_result (*update_cb)();
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efd_result (*render_cb)(efd_entity_type type);
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efd_result (*player_join_cb)(efd_entity player_id);
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efd_result (*player_leave_cb)(efd_entity player_id);
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efd_result (*player_join_cb)(efd_entid player_id);
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efd_result (*player_leave_cb)(efd_entid player_id);
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efd_result (*cleanup_cb)();
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struct {
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@ -139,7 +166,6 @@ typedef struct efd_app_desc {
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efd_tile *tiles;
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efd_block *blocks;
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efd_entity *entities;
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efd_item *items;
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efd_craft *crafting;
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efd_tooltip *tooltips;
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} efd_app_desc;
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@ -155,64 +181,50 @@ enum {
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TILE_WATER,
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TILE_LAVA,
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BLOCK_STONE = EFD_ID(EFD_TYPE_BLOCK),
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BLOCK_BRICK,
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BLOCK_AIR = EFD_ID(EFD_TYPE_BLOCK),
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BLOCK_WOOD,
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BLOCK_HILL,
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BLOCK_HILL_SNOW,
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BLOCK_FENCE,
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BLOCK_WOOD,
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BLOCK_WALL,
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BLOCK_FENCE_LEFT,
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BLOCK_FENCE_RIGHT,
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BLOCK_FENCE_UP,
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BLOCK_FENCE_DOWN,
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BLOCK_WALL_LEFT,
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BLOCK_WALL_RIGHT,
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BLOCK_WALL_UP,
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BLOCK_WALL_DOWN,
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BLOCK_BELT_LEFT,
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BLOCK_BELT_RIGHT,
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BLOCK_BELT_UP,
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BLOCK_BELT_DOWN,
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ENTITY_PLAYER = EFD_ID(EFD_TYPE_ENTITY),
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ENTITY_MONSTER,
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ENTITY_TRUCK,
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ENTITY_TREE,
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ENTITY_CHEST,
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ENTITY_IRON_ORE = EFD_ID(EFD_TYPE_ITEM),
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ENTITY_IRON_INGOT,
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ENTITY_IRON_PLATE,
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ENTITY_SCREW,
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ENTITY_BELT,
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ENTITY_FIR_TREE = EFD_ID(EFD_TYPE_OBJECT),
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ENTITY_OAK_TREE,
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ENTITY_CHEST = EFD_ID(EFD_TYPE_DEVICE),
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ENTITY_FURNACE,
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ENTITY_CRAFTBENCH,
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ENTITY_ASSEMBLER,
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ITEM_IRON_ORE = EFD_ID(EFD_TYPE_ITEM),
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ITEM_IRON_INGOT,
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ITEM_IRON_PLATE,
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ITEM_SCREW,
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ITEM_BELT,
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ENTITY_MONSTER = EFD_ID(EFD_TYPE_MOB),
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ENTITY_RABBIT,
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ENTITY_BOAR,
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ENTITY_BIZON,
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ENTITY_BEAR,
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ENTITY_TRUCK = EFD_ID(EFD_TYPE_VEHICLE),
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ENTITY_CAR,
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ENTITY_PLAYER = EFD_ID(EFD_TYPE_PLAYER),
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};
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// void Move(ecs_iter_t *it) {
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// // Get fields from system query
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// Position *p = ecs_field(it, Position, 1);
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// Velocity *v = ecs_field(it, Velocity, 2);
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// // Iterate matched entities
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// for (int i = 0; i < it->count, i++) {
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// p[i].x += v[i].x;
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// p[i].y += v[i].y;
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// }
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// }
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efd_result init() {
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// NOTE: control sets could be implemented later on
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// // register game specific input bindings
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// // pre-defined bindings and controlsets
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// efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT);
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// efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT);
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// // custom bindings and controlsets
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// efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT);
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// efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f);
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// efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE);
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// // custom input bindings for custom actions
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// efd_controlset_register(ACTION_USE);
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// efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E);
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// efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f);
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// efd_controlset_apply(ACTION_USE, CONTROLSET_USE);
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return 0;
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}
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@ -228,7 +240,7 @@ efd_result update() {
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efd_result render(efd_entity_type type) {
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// switch (type) {
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// case EFD_ENTITY_PLAYER:
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// case ENTITY_PLAYER:
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// /* additional/replacable rendering code on top of what EFD provides for built-in types */
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// efd_render_texture(ENTITY_PLAYER, 0, 0, 0, 0, 0, 0, 0, 0);
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@ -248,12 +260,12 @@ efd_result render(efd_entity_type type) {
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return 0;
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}
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efd_result player_join(efd_entity player) {
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efd_result player_join(efd_entid player) {
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// efd_notify_push(player, "Test", "Welcome to the game!", 5.0f);
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return 0;
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}
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efd_result player_leave(efd_entity player) {
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efd_result player_leave(efd_entid player) {
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return 0;
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}
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@ -261,6 +273,14 @@ efd_result cleanup() {
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return 0;
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}
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efd_result chest_spawn(efd_entid id) {
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return 0;
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}
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efd_result furnace_spawn(efd_entid id) {
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return 0;
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}
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efd_app_desc efd_main() {
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return (efd_app_desc){
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.name = "Survival",
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@ -297,13 +317,24 @@ efd_app_desc efd_main() {
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},
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.assets = (efd_asset[]){
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{EFD_TEXTURE, ENTITY_TREE, "assets/tree.png"},
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{EFD_TEXTURE, TILE_GRASS, "assets/grass.png", EFD_FLAG_ATLAS | EFD_FLAG_RANDOM, .atlas = {4, 1}},
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{EFD_TEXTURE, TILE_DIRT, "assets/dirt.png", EFD_FLAG_ATLAS | EFD_FLAG_RANDOM, .atlas = {4, 1}},
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{EFD_TEXTURE, TILE_LAVA, "assets/lava.png", EFD_FLAG_ATLAS | EFD_FLAG_LOOPED, .atlas = {4, 1}},
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{EFD_TEXTURE, TILE_WATER, "assets/water.png", EFD_FLAG_ATLAS | EFD_FLAG_RANDOM | EFD_FLAG_LOOPED, .atlas = {4, 1}},
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{EFD_TEXTURE, ENTITY_OAK_TREE, "assets/tree.png"},
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{EFD_TEXTURE, ENTITY_CHEST, "assets/chest.png"},
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{EFD_TEXTURE, ENTITY_FURNACE, "assets/furnace.png"},
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{EFD_TEXTURE, ENTITY_PLAYER, "assets/player.png"},
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{EFD_TEXTURE, ENTITY_PLAYER, "assets/player.png", EFD_FLAG_ATLAS | EFD_FLAG_COMPLEX},
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{EFD_TEXTURE, ENTITY_MONSTER, "assets/monster.png"},
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/* animations */
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{EFD_ANIMATION, ENTITY_PLAYER, "assets/player.anim"},
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/* sounds */
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{EFD_SOUND, ENTITY_PLAYER, "assets/player.wav"},
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{EFD_END},
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},
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@ -318,12 +349,21 @@ efd_app_desc efd_main() {
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},
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.blocks = (efd_block[]){
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{BLOCK_WALL, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_AIR},
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{BLOCK_HILL, EFD_FLAG_COLLISION},
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{BLOCK_HILL_SNOW, EFD_FLAG_COLLISION},
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{BLOCK_FENCE, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_WOOD, EFD_FLAG_COLLISION, .bounce = 0.0f},
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{BLOCK_WALL_LEFT, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_WALL_RIGHT, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_WALL_UP, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_WALL_DOWN, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_FENCE_LEFT, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_FENCE_RIGHT, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_FENCE_UP, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_FENCE_DOWN, EFD_FLAG_COLLISION, .bounce = 1.0f},
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{BLOCK_BELT_LEFT, .velx = -150.0f},
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{BLOCK_BELT_RIGHT, .velx = 150.0f},
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{BLOCK_BELT_UP, .vely = -150.0f},
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@ -333,20 +373,22 @@ efd_app_desc efd_main() {
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},
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.entities = (efd_entity[]){
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{ENTITY_TREE, EFD_FLAG_DESTROY_ON_COLLISION},
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{ENTITY_CHEST},
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{ENTITY_FURNACE},
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{ENTITY_IRON_ORE, .stack = 32},
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{ENTITY_IRON_PLATE, .stack = 32},
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{ENTITY_SCREW, .stack = 256},
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{ENTITY_PLAYER, EFD_FLAG_PLAYER},
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{ENTITY_TRUCK, EFD_FLAG_VEHICLE},
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{ENTITY_MONSTER, EFD_FLAG_AI},
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{ENTITY_OAK_TREE, EFD_FLAG_DESTROY_ON_COLLISION, .drop = (efd_item_list[]){
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{ENTITY_SCREW, 1},
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{EFD_END},
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}},
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{EFD_END},
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},
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{ENTITY_CHEST, .spawn_cb = chest_spawn},
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{ENTITY_FURNACE, .spawn_cb = furnace_spawn},
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{ENTITY_MONSTER, .health = 256},
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{ENTITY_TRUCK},
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{ENTITY_PLAYER},
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.items = (efd_item[]){
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// {ITEM_WOOD, "Wood", "A piece of wood."},
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// {ITEM_STONE, "Stone", "A piece of stone."},
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{EFD_END},
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},
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@ -354,38 +396,37 @@ efd_app_desc efd_main() {
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{
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.producer = ENTITY_FURNACE,
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.ticks = 20,
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.input = (efd_craft_item[]){
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{ITEM_IRON_ORE, 1},
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.input = (efd_item_list[]){
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{ENTITY_IRON_ORE, 1},
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{EFD_END},
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},
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.output = (efd_craft_item[]){
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{ITEM_IRON_PLATE, 4},
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.output = (efd_item_list[]){
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{ENTITY_IRON_PLATE, 4},
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{EFD_END},
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},
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},
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{
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.producer = ENTITY_CRAFTBENCH,
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.ticks = 40,
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.input = (efd_craft_item[]){
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{ITEM_IRON_PLATE, 1},
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.input = (efd_item_list[]){
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{ENTITY_IRON_PLATE, 1},
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{EFD_END},
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},
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.output = (efd_craft_item[]){
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{ITEM_SCREW, 8},
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.output = (efd_item_list[]){
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{ENTITY_SCREW, 8},
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{EFD_END},
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},
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},
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{
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.producer = ENTITY_ASSEMBLER,
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.ticks = 120,
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.input = (efd_craft_item[]){
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{BLOCK_FENCE, 1},
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{ITEM_SCREW, 4},
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{ITEM_IRON_PLATE, 2},
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.input = (efd_item_list[]){
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{ENTITY_SCREW, 4},
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{ENTITY_IRON_PLATE, 2},
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{EFD_END},
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},
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.output = (efd_craft_item[]){
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{ITEM_BELT, 1},
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.output = (efd_item_list[]){
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{ENTITY_BELT, 1},
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{EFD_END},
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},
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},
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@ -412,8 +453,8 @@ int main(int argc, char **argv) {
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printf("value: %f\n", desc.rules.item_pickup_radius);
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printf("TILE_DIRT: %d\n", TILE_DIRT);
|
||||
printf("TILE_GRASS: %d\n", TILE_GRASS);
|
||||
printf("ENTITY_PLAYER: %d\n", ENTITY_PLAYER);
|
||||
printf("ENTITY_CHEST: %d\n", ENTITY_CHEST);
|
||||
printf("ENTITY_PLAYER: %d, is_valid type: %d\n", ENTITY_PLAYER, EFD_TYPE(ENTITY_PLAYER) == EFD_TYPE_PLAYER);
|
||||
printf("ENTITY_CHEST: %d, is_valid type: %d\n", ENTITY_CHEST, EFD_TYPE(ENTITY_CHEST) == EFD_TYPE_DEVICE);
|
||||
|
||||
desc.init_cb();
|
||||
|
||||
|
|
|
@ -45,8 +45,14 @@
|
|||
* tile - basic thing that makes up the chunks
|
||||
* block - 2nd level of things that make up the chunk
|
||||
* entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it
|
||||
* item - an entity in the world, that can have a different state when its picked up
|
||||
* crafting - a recipe that can be used to craft an item
|
||||
primary archetypes:
|
||||
* item - an entity in the world, that can have a different state when its picked up
|
||||
* object - an item that can be placed in the world
|
||||
* device - an object that can be interacted with
|
||||
* mob - an entity that can be controlled by ai
|
||||
* player - an entity that can be controlled by a player
|
||||
* vehicle - an entity that can be used to transport other entities
|
||||
* craft - a recipe that can be used to craft an item
|
||||
|
||||
|
||||
## Naming
|
||||
|
@ -57,16 +63,27 @@
|
|||
* survival
|
||||
* prefix: efd_
|
||||
|
||||
## Objects
|
||||
## Concepts
|
||||
* tile
|
||||
* block
|
||||
* entity
|
||||
* npc
|
||||
* item
|
||||
* object
|
||||
* device
|
||||
* mob
|
||||
* player
|
||||
* vehicle
|
||||
* item
|
||||
* craft
|
||||
|
||||
## Transitions
|
||||
* item -> tile (item destroyed, tile replaced)
|
||||
* item -> block (item destroyed, block created)
|
||||
* item -> entity (item hidden and untracked, entity component added) // item becomes entity, just changes state
|
||||
* item -> item (crafting) (item destroyed, item created)
|
||||
* tile -> item (tile replaced, item created)
|
||||
* block -> item (block destroyed, item created)
|
||||
* block -> block (crafting) (block destroyed, block created)
|
||||
* entity -> item (entity component removed, item shown and tracked) // entity becomes item, just changes state
|
||||
|
||||
## Features
|
||||
* In-memory lists
|
||||
|
@ -76,3 +93,21 @@
|
|||
* prafabs for entities (pipeline for entities)
|
||||
* built in server->client RPC
|
||||
*
|
||||
|
||||
|
||||
|
||||
// // register game specific input bindings
|
||||
// // pre-defined bindings and controlsets
|
||||
// efd_controlset_apply(EFD_ACTION_MOVE, EFD_CONTROLSET_WASD | EFD_CONTROLSET_ARROWS | EFD_CONTROLSET_GAMEPAD_LEFT);
|
||||
// efd_controlset_apply(EFD_ACTION_POINT, EFD_CONTROLSET_MOUSE | EFD_CONTROLSET_GAMEPAD_RIGHT);
|
||||
|
||||
// // custom bindings and controlsets
|
||||
// efd_controlset_keyboard(CONTROLSET_ACCELERATE, EFD_KEY_DOWN, EFD_KEY_SHIFT_LEFT | EFD_KEY_SHIFT_RIGHT);
|
||||
// efd_controlset_gamepad(CONTROLSET_ACCELERATE, EFD_GAMEPAD_LEFT_TRIGGER, 0.5f);
|
||||
// efd_controlset_apply(EFD_ACTION_SPRINT, CONTROLSET_ACCERLATE);
|
||||
|
||||
// // custom input bindings for custom actions
|
||||
// efd_controlset_register(ACTION_USE);
|
||||
// efd_controlset_keyboard(CONTROLSET_USE, EFD_KEY_DOWN, EFD_KEY_E);
|
||||
// efd_controlset_gamepad(CONTROLSET_USE, EFD_GAMEPAD_BUTTON_A, 0.5f);
|
||||
// efd_controlset_apply(ACTION_USE, CONTROLSET_USE);
|
||||
|
|
Loading…
Reference in New Issue