Modularize rendering

master
Elias Fleckenstein 2021-06-10 21:28:01 +02:00
parent 149848dbfa
commit 76d78db559
17 changed files with 351 additions and 274 deletions

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@ -1,4 +1,4 @@
plugins/apple/apple.so: plugins/apple/apple.c plugins/game/game.h plugins/apple/apple.so: plugins/apple/apple.c plugins/game/game.h plugins/score/score.h
cc -g -shared -fpic -o plugins/apple/apple.so plugins/apple/apple.c cc -g -shared -fpic -o plugins/apple/apple.so plugins/apple/apple.c
PLUGINS := ${PLUGINS} plugins/apple/apple.so PLUGINS := ${PLUGINS} plugins/apple/apple.so

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@ -1,6 +1,7 @@
#include <stddef.h> #include <stddef.h>
#include <stdlib.h> #include <stdlib.h>
#include "../game/game.h" #include "../game/game.h"
#include "../score/score.h"
static struct entity apple; static struct entity apple;

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@ -1 +1,2 @@
game game
score

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@ -1,4 +1,4 @@
plugins/fireball/fireball.so: plugins/fireball/fireball.c plugins/game/game.h plugins/fireball/fireball.so: plugins/fireball/fireball.c plugins/game/game.h plugins/movement/movement.h
cc -g -shared -fpic -o plugins/fireball/fireball.so plugins/fireball/fireball.c cc -g -shared -fpic -o plugins/fireball/fireball.so plugins/fireball/fireball.c
PLUGINS := ${PLUGINS} plugins/fireball/fireball.so PLUGINS := ${PLUGINS} plugins/fireball/fireball.so

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@ -8,15 +8,12 @@
#include <time.h> #include <time.h>
#include <signal.h> #include <signal.h>
#include <termios.h> #include <termios.h>
#include <sys/ioctl.h>
#include <math.h> #include <math.h>
#include <pthread.h> #include <pthread.h>
#include "game.h" #include "game.h"
#define MAKEBUF(type) type *buf = malloc(sizeof(type)); *buf = arg;
bool running = true; /* Shared variables */
double damage_overlay = 0.0;
int score = 0;
struct color black = {0, 0, 0}; struct color black = {0, 0, 0};
@ -32,16 +29,20 @@ struct list *entities = & (struct list) {
.next = NULL, .next = NULL,
}; };
/* Private variables */
struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT] = {{NULL}}; struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT] = {{NULL}};
struct list *air_functions = NULL; static bool running = true;
static double damage_overlay = 0.0;
static struct color damage_overlay_color;
struct input_handler *input_handlers[256] = {NULL}; static struct list *air_functions = NULL;
static struct input_handler *input_handlers[256] = {NULL};
static struct entity *render_entities[LIGHT * 2 + 1][LIGHT * 2 + 1];
static struct list *render_components = NULL;
void quit() /* Helper functions */
{
running = false;
}
struct color get_color(const char *str) struct color get_color(const char *str)
{ {
@ -50,44 +51,104 @@ struct color get_color(const char *str)
return (struct color) {r, g, b}; return (struct color) {r, g, b};
} }
bool is_outside(int x, int y) void set_color(struct color color, bool bg)
{ {
return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0; printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b);
} }
void light_color(struct color *color, double light)
{
color->r *= light;
color->g *= light;
color->b *= light;
}
void mix_color(struct color *color, struct color other, double ratio)
{
double ratio_total = ratio + 1;
color->r = (color->r + other.r * ratio) / ratio_total;
color->g = (color->g + other.g * ratio) / ratio_total;
color->b = (color->b + other.b * ratio) / ratio_total;
}
void dir_to_xy(enum direction dir, int *x, int *y)
{
switch (dir) {
case UP:
(*y)--;
break;
case LEFT:
(*x)--;
break;
case DOWN:
(*y)++;
break;
case RIGHT:
(*x)++;
break;
}
}
struct list *add_element(struct list *list, void *element)
{
struct list **ptr;
for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next)
;
*ptr = malloc(sizeof(struct list));
(*ptr)->element = element;
(*ptr)->next = NULL;
return list;
}
int clamp(int v, int min, int max)
{
return v < min ? min : v > max ? max : v;
}
int max(int a, int b)
{
return a > b ? a : b;
}
int min(int a, int b)
{
return a < b ? a : b;
}
/* Game-related utility functions */
void quit()
{
running = false;
}
bool player_dead()
{
return player.health <= 0;
}
/* Map functions */
struct node get_node(int x, int y) struct node get_node(int x, int y)
{ {
return is_outside(x, y) ? (struct node) {&outside} : map[x][y]; return is_outside(x, y) ? (struct node) {&outside} : map[x][y];
} }
bool is_outside(int x, int y)
{
return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0;
}
bool is_solid(int x, int y) bool is_solid(int x, int y)
{ {
return get_node(x, y).material->solid; return get_node(x, y).material->solid;
} }
bool move(struct entity *entity, int xoff, int yoff) /* Entity functions */
{
int x, y;
x = entity->x + xoff;
y = entity->y + yoff;
if (is_solid(x, y)) {
if (entity->on_collide)
entity->on_collide(entity, x, y);
return false;
} else if (entity->collide_with_entities && entity_collision_map[x][y]) {
if (entity->on_collide_with_entity)
entity->on_collide_with_entity(entity, entity_collision_map[x][y]);
return false;
} else {
entity_collision_map[entity->x][entity->y] = NULL;
entity->x = x;
entity->y = y;
entity_collision_map[entity->x][entity->y] = entity;
return true;
}
}
bool spawn(struct entity def, int x, int y, void *data) bool spawn(struct entity def, int x, int y, void *data)
{ {
@ -114,6 +175,30 @@ bool spawn(struct entity def, int x, int y, void *data)
return true; return true;
} }
bool move(struct entity *entity, int xoff, int yoff)
{
int x, y;
x = entity->x + xoff;
y = entity->y + yoff;
if (is_solid(x, y)) {
if (entity->on_collide)
entity->on_collide(entity, x, y);
return false;
} else if (entity->collide_with_entities && entity_collision_map[x][y]) {
if (entity->on_collide_with_entity)
entity->on_collide_with_entity(entity, entity_collision_map[x][y]);
return false;
} else {
entity_collision_map[entity->x][entity->y] = NULL;
entity->x = x;
entity->y = y;
entity_collision_map[entity->x][entity->y] = entity;
return true;
}
}
void add_health(struct entity *entity, int health) void add_health(struct entity *entity, int health)
{ {
bool was_alive = entity->health > 0; bool was_alive = entity->health > 0;
@ -129,71 +214,27 @@ void add_health(struct entity *entity, int health)
entity->on_death(entity); entity->on_death(entity);
} }
void add_score(int s) /* Register callback functions */
void register_air_function(struct generator_function arg)
{ {
score += s; MAKEBUF(struct generator_function);
}
bool player_dead()
{
return player.health <= 0;
}
struct list *add_element(struct list *list, void *element)
{
struct list **ptr;
for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next)
;
*ptr = malloc(sizeof(struct list));
(*ptr)->element = element;
(*ptr)->next = NULL;
return list;
}
void register_air_function(struct generator_function func)
{
struct generator_function *buf = malloc(sizeof(struct generator_function));
*buf = func;
air_functions = add_element(air_functions, buf); air_functions = add_element(air_functions, buf);
} }
void register_input_handler(unsigned char c, struct input_handler handler) void register_input_handler(unsigned char c, struct input_handler arg)
{ {
if (input_handlers[c]) if (input_handlers[c])
return; return;
struct input_handler *buf = malloc(sizeof(struct input_handler)); MAKEBUF(struct input_handler);
*buf = handler;
input_handlers[c] = buf; input_handlers[c] = buf;
} }
void dir_to_xy(enum direction dir, int *x, int *y) void register_render_component(void (*arg)(struct winsize ws))
{ {
switch (dir) { render_components = add_element(render_components, arg);
case UP: };
(*y)--;
break;
case LEFT:
(*x)--;
break;
case DOWN:
(*y)++;
break;
case RIGHT:
(*x)++;
break;
}
}
int clamp(int v, int min, int max)
{
return v < min ? min : v > max ? max : v;
}
/* Player */ /* Player */
@ -273,27 +314,6 @@ static void generate_corridor_random(int x, int y)
/* Rendering */ /* Rendering */
void set_color(struct color color, bool bg)
{
printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b);
}
void light_color(struct color *color, double light)
{
color->r *= light;
color->g *= light;
color->b *= light;
}
void mix_color(struct color *color, struct color other, double ratio)
{
double ratio_total = ratio + 1;
color->r = (color->r + other.r * ratio) / ratio_total;
color->g = (color->g + other.g * ratio) / ratio_total;
color->b = (color->b + other.b * ratio) / ratio_total;
}
static bool render_color(struct color color, double light, bool bg) static bool render_color(struct color color, double light, bool bg)
{ {
if (light <= 0.0) { if (light <= 0.0) {
@ -301,7 +321,7 @@ static bool render_color(struct color color, double light, bool bg)
return false; return false;
} else { } else {
if (damage_overlay > 0.0) if (damage_overlay > 0.0)
mix_color(&color, get_color("#F20000"), damage_overlay * 2.0); mix_color(&color, damage_overlay_color, damage_overlay * 2.0);
light_color(&color, light); light_color(&color, light);
@ -310,21 +330,14 @@ static bool render_color(struct color color, double light, bool bg)
} }
} }
static void render(render_entity_list entity_list) static void render_map(struct winsize ws)
{ {
printf("\e[2J\e[0;0H");
struct winsize ws;
ioctl(STDIN_FILENO, TIOCGWINSZ, &ws);
int cols = ws.ws_col / 2 - LIGHT * 2; int cols = ws.ws_col / 2 - LIGHT * 2;
int rows = ws.ws_row / 2 - LIGHT; int rows = ws.ws_row / 2 - LIGHT;
int cols_left = ws.ws_col - cols - (LIGHT * 2 + 1) * 2; int cols_left = ws.ws_col - cols - (LIGHT * 2 + 1) * 2;
int rows_left = ws.ws_row - rows - (LIGHT * 2 + 1); int rows_left = ws.ws_row - rows - (LIGHT * 2 + 1);
set_color(black, true);
for (int i = 0; i < rows; i++) for (int i = 0; i < rows; i++)
for (int i = 0; i < ws.ws_col; i++) for (int i = 0; i < ws.ws_col; i++)
printf(" "); printf(" ");
@ -346,7 +359,8 @@ static void render(render_entity_list entity_list)
render_color(node.material->color, light, true); render_color(node.material->color, light, true);
struct entity *entity = entity_list[x + LIGHT][y + LIGHT]; struct entity *entity = render_entities[x + LIGHT][y + LIGHT];
render_entities[x + LIGHT][y + LIGHT] = NULL;
if (entity && render_color(entity->color, light, false)) if (entity && render_color(entity->color, light, false))
printf("%s", entity->texture); printf("%s", entity->texture);
@ -363,42 +377,34 @@ static void render(render_entity_list entity_list)
for (int i = 0; i < rows_left + 1; i++) for (int i = 0; i < rows_left + 1; i++)
for (int i = 0; i < ws.ws_col; i++) for (int i = 0; i < ws.ws_col; i++)
printf(" "); printf(" ");
}
printf("\e[0;0H\e[39m"); static void render()
{
printf("\e[2J");
printf("\e[32m\e[3mScore:\e[23m %d\e[39m", score); struct winsize ws;
ioctl(STDIN_FILENO, TIOCGWINSZ, &ws);
printf("\e[0;0"); for (struct list *ptr = render_components; ptr != NULL; ptr = ptr->next) {
printf("\e[0m\e[0;0H");
set_color(black, true);
for (int i = 0; i < rows; i++) ((void (*)(struct winsize ws)) ptr->element)(ws);
printf("\n");
printf("\t\e[1mInventory\e[22m\n\n");
printf("\t0x\t\e[3mNothing\e[23m\n");
printf("\e[0;0H");
for (int i = 0; i < ws.ws_row - 2; i++)
printf("\n");
int hearts_cols = ws.ws_col / 2 - player.max_health;
for (int i = 0; i < hearts_cols; i++)
printf(" ");
set_color((struct color) {255, 0, 0}, false);
for (int i = 0; i < player.max_health; i++) {
if (i >= player.health)
set_color(get_color("#5A5A5A"), false);
printf("\u2665 ");
} }
printf("\e[39m\n"); fflush(stdout);
} }
/* Input */ /* Input */
static void handle_interrupt(int signal)
{
(void) signal;
quit();
}
static void handle_input(unsigned char c) static void handle_input(unsigned char c)
{ {
struct input_handler *handler = input_handlers[c]; struct input_handler *handler = input_handlers[c];
@ -407,15 +413,6 @@ static void handle_input(unsigned char c)
handler->callback(); handler->callback();
} }
/* Multithreading */
static void handle_interrupt(int signal)
{
(void) signal;
running = false;
}
static void *input_thread(void *unused) static void *input_thread(void *unused)
{ {
(void) unused; (void) unused;
@ -428,6 +425,103 @@ static void *input_thread(void *unused)
/* Main Game */ /* Main Game */
void game()
{
srand(time(0));
struct sigaction sa;
sa.sa_handler = &handle_interrupt;
sigaction(SIGINT, &sa, NULL);
generate_corridor_random(player.x, player.y);
for (int i = 0; i < 50; i++)
generate_corridor_random(rand() % MAP_WIDTH, rand() % MAP_HEIGHT);
struct termios oldtio, newtio;
tcgetattr(STDIN_FILENO, &oldtio);
newtio = oldtio;
newtio.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &newtio);
printf("\e[?1049h\e[?25l");
pthread_t input_thread_id;
pthread_create(&input_thread_id, NULL, &input_thread, NULL);
struct timespec ts, ts_old;
clock_gettime(CLOCK_REALTIME, &ts_old);
while (running) {
clock_gettime(CLOCK_REALTIME, &ts);
double dtime = (double) (ts.tv_sec - ts_old.tv_sec) + (double) (ts.tv_nsec - ts_old.tv_nsec) / 1000000000.0;
ts_old = ts;
bool dead = player_dead();
if (! dead && damage_overlay > 0.0) {
damage_overlay -= dtime;
if (damage_overlay < 0.0)
damage_overlay = 0.0;
}
for (struct list **ptr = &entities; *ptr != NULL; ) {
struct entity *entity = (*ptr)->element;
if (entity->remove) {
assert(entity != &player);
struct list *next = (*ptr)->next;
if (entity->on_remove)
entity->on_remove(entity);
if (entity->meta)
free(entity->meta);
if (entity->collide_with_entities)
entity_collision_map[entity->x][entity->y] = NULL;
free(entity);
free(*ptr);
*ptr = next;
continue;
}
int dx, dy;
dx = entity->x - player.x;
dy = entity->y - player.y;
bool visible = abs(dx) <= LIGHT && abs(dy) <= LIGHT;
if (visible)
render_entities[dx + LIGHT][dy + LIGHT] = entity;
if (! dead && entity->on_step)
entity->on_step(entity, (struct entity_step_data) {
.dtime = dtime,
.visible = visible,
.dx = dx,
.dy = dy,
});
ptr = &(*ptr)->next;
}
render();
// there is no such thing as glfwSwapBuffers, so we just wait 1 / 60 seconds to prevent artifacts
usleep(1000000 / 60);
}
printf("\e[?1049l\e[?25h");
tcsetattr(STDIN_FILENO, TCSANOW, &oldtio);
}
/* Initializer function */
__attribute__ ((constructor)) static void init() __attribute__ ((constructor)) static void init()
{ {
wall = (struct material) { wall = (struct material) {
@ -476,103 +570,10 @@ __attribute__ ((constructor)) static void init()
.run_if_dead = true, .run_if_dead = true,
.callback = &quit, .callback = &quit,
}); });
}
void game() register_render_component(&render_map);
{
srand(time(0));
struct sigaction sa; damage_overlay_color = get_color("#F20000");
sa.sa_handler = &handle_interrupt;
sigaction(SIGINT, &sa, NULL);
generate_corridor_random(player.x, player.y);
for (int i = 0; i < 50; i++)
generate_corridor_random(rand() % MAP_WIDTH, rand() % MAP_HEIGHT);
struct termios oldtio, newtio;
tcgetattr(STDIN_FILENO, &oldtio);
newtio = oldtio;
newtio.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &newtio);
printf("\e[?1049h\e[?25l");
pthread_t input_thread_id;
pthread_create(&input_thread_id, NULL, &input_thread, NULL);
struct timespec ts, ts_old;
clock_gettime(CLOCK_REALTIME, &ts_old);
while (running) {
clock_gettime(CLOCK_REALTIME, &ts);
double dtime = (double) (ts.tv_sec - ts_old.tv_sec) + (double) (ts.tv_nsec - ts_old.tv_nsec) / 1000000000.0;
ts_old = ts;
bool dead = player_dead();
if (! dead && damage_overlay > 0.0) {
damage_overlay -= dtime;
if (damage_overlay < 0.0)
damage_overlay = 0.0;
}
render_entity_list render_list = {{NULL}};
for (struct list **ptr = &entities; *ptr != NULL; ) {
struct entity *entity = (*ptr)->element;
if (entity->remove) {
assert(entity != &player);
struct list *next = (*ptr)->next;
if (entity->on_remove)
entity->on_remove(entity);
if (entity->meta)
free(entity->meta);
if (entity->collide_with_entities)
entity_collision_map[entity->x][entity->y] = NULL;
free(entity);
free(*ptr);
*ptr = next;
continue;
}
int dx, dy;
dx = entity->x - player.x;
dy = entity->y - player.y;
bool visible = abs(dx) <= LIGHT && abs(dy) <= LIGHT;
if (visible)
render_list[dx + LIGHT][dy + LIGHT] = entity;
if (! dead && entity->on_step)
entity->on_step(entity, (struct entity_step_data) {
.dtime = dtime,
.visible = visible,
.dx = dx,
.dy = dy,
});
ptr = &(*ptr)->next;
}
render(render_list);
// there is no such thing as glfwSwapBuffers, so we just wait 1 / 60 seconds to prevent artifacts
usleep(1000000 / 60);
}
printf("\e[?1049l\e[?25h");
tcsetattr(STDIN_FILENO, TCSANOW, &oldtio);
} }
/* Use later */ /* Use later */

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@ -2,6 +2,7 @@
#define _GAME_H_ #define _GAME_H_
#include <stdbool.h> #include <stdbool.h>
#include <sys/ioctl.h>
#define MAP_HEIGHT 1000 #define MAP_HEIGHT 1000
#define MAP_WIDTH 1000 #define MAP_WIDTH 1000
#define LIGHT 10 #define LIGHT 10
@ -59,8 +60,6 @@ struct list
struct list *next; struct list *next;
}; };
typedef struct entity *render_entity_list[LIGHT * 2 + 1][LIGHT * 2 + 1];
struct generator_function struct generator_function
{ {
int chance; int chance;
@ -81,8 +80,6 @@ enum direction
RIGHT, RIGHT,
}; };
extern int score;
extern struct color black; extern struct color black;
extern struct material wall; extern struct material wall;
@ -96,27 +93,29 @@ extern struct list *entities;
extern struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT]; extern struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT];
extern struct list *air_functions;
extern struct input_handler *input_handlers[256];
void quit();
struct color get_color(const char *str); struct color get_color(const char *str);
bool is_outside(int x, int y);
struct node get_node(int x, int y);
bool is_solid(int x, int y);
bool move(struct entity *entity, int xoff, int yoff);
bool spawn(struct entity def, int x, int y, void *data);
void add_health(struct entity *entity, int health);
void add_score(int s);
bool player_dead();
void set_color(struct color color, bool bg); void set_color(struct color color, bool bg);
void light_color(struct color *color, double light); void light_color(struct color *color, double light);
void mix_color(struct color *color, struct color other, double ratio); void mix_color(struct color *color, struct color other, double ratio);
void register_air_function(struct generator_function func);
void register_input_handler(unsigned char c, struct input_handler handler);
void dir_to_xy(enum direction dir, int *x, int *y); void dir_to_xy(enum direction dir, int *x, int *y);
int clamp(int v, int max, int min);
struct list *add_element(struct list *list, void *element); struct list *add_element(struct list *list, void *element);
int clamp(int v, int max, int min);
int max(int a, int b);
int min(int a, int b);
void quit();
bool player_dead();
struct node get_node(int x, int y);
bool is_outside(int x, int y);
bool is_solid(int x, int y);
bool spawn(struct entity def, int x, int y, void *data);
bool move(struct entity *entity, int xoff, int yoff);
void add_health(struct entity *entity, int health);
void register_air_function(struct generator_function arg);
void register_input_handler(unsigned char c, struct input_handler arg);
void register_render_component(void (*arg)(struct winsize ws));
#endif #endif

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@ -0,0 +1,4 @@
plugins/healthbar/healthbar.so: plugins/healthbar/healthbar.c plugins/game/game.h
cc -g -shared -fpic -o plugins/healthbar/healthbar.so plugins/healthbar/healthbar.c
PLUGINS := ${PLUGINS} plugins/healthbar/healthbar.so

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@ -0,0 +1 @@
game

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@ -0,0 +1,30 @@
#include <stdio.h>
#include "../game/game.h"
static struct color red = {255, 0, 0};
static struct color gray;
static void render_healthbar(struct winsize ws)
{
int y = max(ws.ws_row - 2, 0);
int x = max(ws.ws_col / 2 - player.max_health, 0);
printf("\e[%u;%uH", y, x);
set_color(red, false);
int health = max(player.health, 0);
for (int i = 0; i < player.max_health; i++) {
if (i == health)
set_color(gray, false);
printf("");
}
}
__attribute__ ((constructor)) static void init()
{
gray = get_color("#5A5A5A");
register_render_component(&render_healthbar);
}

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@ -1,4 +1,4 @@
plugins/monster/monster.so: plugins/monster/monster.c plugins/game/game.h plugins/monster/monster.so: plugins/monster/monster.c plugins/game/game.h plugins/score/score.h
cc -g -shared -fpic -o plugins/monster/monster.so plugins/monster/monster.c cc -g -shared -fpic -o plugins/monster/monster.so plugins/monster/monster.c
PLUGINS := ${PLUGINS} plugins/monster/monster.so PLUGINS := ${PLUGINS} plugins/monster/monster.so

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@ -1 +1,2 @@
game game
score

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@ -1,6 +1,7 @@
#include <stdlib.h> #include <stdlib.h>
#include <stddef.h> #include <stddef.h>
#include "../game/game.h" #include "../game/game.h"
#include "../score/score.h"
static struct entity monster; static struct entity monster;

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@ -1,4 +1,4 @@
plugins/movement/movement.so: plugins/movement/movement.c plugins/game/game.h plugins/movement/movement.so: plugins/movement/movement.c plugins/movement/movement.h plugins/game/game.h
cc -g -shared -fpic -o plugins/movement/movement.so plugins/movement/movement.c cc -g -shared -fpic -o plugins/movement/movement.so plugins/movement/movement.c
PLUGINS := ${PLUGINS} plugins/movement/movement.so PLUGINS := ${PLUGINS} plugins/movement/movement.so

4
plugins/score/Makefile Normal file
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plugins/score/score.so: plugins/score/score.c plugins/score/score.h plugins/game/game.h
cc -g -shared -fpic -o plugins/score/score.so plugins/score/score.c
PLUGINS := ${PLUGINS} plugins/score/score.so

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game

26
plugins/score/score.c Normal file
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#include <stdio.h>
#include "../game/game.h"
static int score = 0;
void add_score(int s)
{
score += s;
}
int get_score()
{
return score;
}
static void render_score(struct winsize ws)
{
(void) ws;
printf("\e[32m\e[3mScore:\e[23m %d", score);
}
__attribute__ ((constructor)) static void init()
{
register_render_component(&render_score);
}

7
plugins/score/score.h Normal file
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#ifndef _SCORE_H_
#define _SCORE_H_
void add_score(int s);
int get_score();
#endif