Changed texture transparent color to 0x0001 for future compatibility with fxsdk and gint. Added error handling for display update and other functions.
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commit
44a3cec957
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@ -1 +1 @@
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Subproject commit 5ba0ff9be3ad150f89a01a7941382b86320b46d3
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Subproject commit 519ae78ada36b922c64de8d37571db8d0ba0c944
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@ -27,7 +27,7 @@ For the moment each input file is openend and analized 2 times.
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## Image (.png)
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Convert png's RGBA8888 to custom RGB565 with #FF00FF (or #F81F in RGB565) as the transparent color.
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Convert png's RGBA8888 to custom RGB565 with #0001 in RGB565 as the transparent color.
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If png's alpha is null then the color of the pixel will be replaced with this.
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### Image asset data structure
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@ -186,9 +186,9 @@ int parse_png_for_content_and_write(const char *input_file_name, FILE *output_fi
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}
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else
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{
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r = 0x1F;
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r = 0x00;
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g = 0x00;
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b = 0x1F;
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b = 0x01;
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}
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uint16_t pixel = ((r) << 11) | ((g) << 5) | b;
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12
src/game.c
12
src/game.c
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@ -15,9 +15,9 @@ int game_init(void)
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game.is_running = false;
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if(display_init()) return_failure_int;
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if(asset_manager_init()) return_failure_int;
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event_bus_init();
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entity_manager_init();
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if(asset_manager_init()) return_failure_int;
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if(!asset_manager_load_asset("tileset", ASSET_TEXTURE)) return_failure_int;
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@ -145,7 +145,11 @@ int game_render(void)
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return_failure_int;
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}
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display_update();
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if(display_update())
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{
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game.is_running = false;
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return_failure_int;
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}
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return EXIT_SUCCESS;
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}
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@ -153,8 +157,8 @@ int game_render(void)
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int game_exit(void)
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{
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if(asset_manager_exit()) return_failure_int;
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entity_manager_exit();
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event_bus_exit();
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if(entity_manager_exit()) return_failure_int;
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if(event_bus_exit()) return_failure_int;
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display_exit();
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return EXIT_SUCCESS;
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