void init(void) { CORE->palette.colors[PC_TRANSPARENT] = color_make(0x00, 0x00, 0x00, 0x00); CORE->palette.colors[PC_TRUE_BLACK] = color_make(0x00, 0x00, 0x00, 0xff); set_palette_set(PS_WHITE); // IMPORTANT NOTE(bill): This must be white as the spritesheet is white CORE->palette.colors_count = PC_COUNT; canvas_clear(1); bitmap_load_resource(&spritesheet, "spritesheet.png"); bitmap_load_resource(&title_screen, "title_screen.png"); bitmap_load_resource(&font.bitmap, "font.png"); font.char_width = 4; font.char_height = 7; CORE->font = &font; init_game(); #if 0 set_palette_set(PS_WHITE); #endif }
int init() { CORE->window.width = 16 * 8; CORE->window.height = 16 * 8; CORE->window.scale = 5; GAME = bank_push_t(CORE->storage, Game, 1); sound_load_resource(&GAME->sound_jump, "jump.ogg"); sound_load_resource(&GAME->sound_land, "land.ogg"); font_load_resource(&GAME->font, "font.png", 4, 7); CORE->canvas.font = &GAME->font; bitmap_load_resource(&GAME->tileset, "tileset.png", 0); GAME->tileset.tile_width = 8; GAME->tileset.tile_height = 8; // Load scenes. Tiled tiled; tiled_init(&tiled); tiledscene_load_resource(&tiled, &GAME->scene1, "map1.json", 0, 0); tiled_free(&tiled); // Initialize game scene. scene_init(&GAME->scene, 16); // Start at first scene. scene_setup(&GAME->scene1); return 1; }