15 //int run(Y* y, int dt){
17 motion move = get(y->pc);
18 int passed = move(y->m, dt);
42 /* list* ents = get_active_entities();
43 foreach(ents, move);*/
51 /* list* ents = find_entities_in(x,y,w,h);
52 foreach(ents, show);*/
55 static void press(input in
){
56 printf("press: %s\n", input_str(in
));
60 do player specific side effects
64 static void release(input in
){
65 printf("release: %s\n", input_str(in
));
71 set_handler(update
, draw
, press
, release
);
81 stage - the stage, collision with stage, stage events
82 entity - moving, colliding, active/inactive stuff
83 inner - update draw press release
87 this is the inner file
88 the starting point to the internal game workings
89 independent of i/o, game loops, or graphics details
91 draw - draw the current state of the game
92 use current camera pos to...
93 draw the stage, efficiently draws the tiles and background
96 draw foreground decorations
100 move entities / execute collision
102 deactivate certain entities
105 do global actions like pause, open menu
106 do player specific actions