#include #include #include "modules/engine/main.c" #include "modules/engine/frontend/sdl/main.c" #include "modules/engine/frontend/generic/textures.c" #include "modules/engine/addon/lua.c" void handleEvent(struct ENGINE_EVENT event) { if (event.type == ENGINE_EVENT_TYPE_EXIT) { exit(0); } } int frame = 0; int frameSec = 0; Uint32 lastSec = 0; void tick() { frame += 1; frameSec += 1; unsigned long tick = engine_time_get(); if (tick - lastSec >= 1000) { printf("FPS: %d\n",frameSec); lastSec = tick; frameSec = 0; } luaL_loadstring(engine_lua_state,"engine_onFrame()"); lua_call(engine_lua_state,0,0); engine_window_present(); //engine_time_sleep(33); } int main(int argc, char **argv) { for (int i = 0; i < argc; ++i) { printf("argv[%d]: %s\n", i, argv[i]); } engine_window_init(96,64,"Game"); engine_luaInit(); while (1) { struct ENGINE_EVENT event = engine_event_get(); if (event.type != ENGINE_EVENT_TYPE_NONE) { handleEvent(event); } else { tick(); } } }