Files
school_stm32/game_engine/ge_core.h
ZZY b5b2c90e75 feat(game_core): 重构游戏引擎并添加新功能
- 重构了游戏引擎的核心逻辑和架构
- 添加了新的实体组件系统(ECS)
- 实现了简单的碰撞检测和响应
- 新增了地图和子弹功能
- 优化了输入处理和渲染逻辑
- 调整了游戏控制方式
2025-07-02 12:14:57 +08:00

59 lines
1.3 KiB
C

#ifndef __GE_CORE_H__
#define __GE_CORE_H__
#include <ge_common.h>
#include <ecs/ge_entity.h>
#include <ecs/ge_render_system.h>
#include <ecs/ge_physics_system.h>
#include <ecs/ge_collision_system.h>
struct ge_engine_core;
typedef struct ge_engine_core ge_core_t;
/**
* Callback Function
*/
typedef void (*ge_init_func_t)(ge_core_t* core);
typedef void (*ge_exit_func_t)(ge_core_t* core);
typedef void (*ge_run_func_t)(ge_core_t* core);
typedef enum ge_engine_state {
GE_ENGINE_STATE_RUNNING,
GE_ENGINE_STATE_EXIT,
} ge_engine_state_t;
struct ge_engine_core {
struct {
ge_init_func_t init;
ge_exit_func_t exit;
ge_run_func_t process;
} callbacks;
ge_engine_state_t state;
ge_ecs_t ecs;
DECLARE_GE_KFIFO(einput, ge_uptr_t, 16, ge_event_input_t);
struct {
ge_uint_t fps;
} configs;
void* context;
struct {
ge_render_system_t render;
ge_physics_system_t physics;
ge_collision_system_t collision;
} _systems;
ge_render_t _render;
ge_timer_t _timer;
ge_input_t _input;
ge_run_func_t _inner_run;
void* _inner_context;
};
/**
* Basic Call
*/
int ge_main(ge_core_t* core);
void ge_engine_init(ge_core_t *core);
void ge_engine_run(ge_core_t *core);
#endif // __GE_CORE_H__