afegida persistencia i fuck yamal
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@@ -35,6 +35,14 @@ All engine modules are flat C-style APIs (no classes), prefixed by subsystem:
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- **JF** (`source/core/jfile`) — File I/O: supports loading from filesystem folder or a packed resource file (`.jrf`). Currently uses folder mode (`data/`)
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- **shader** (`source/core/jshader`) — OpenGL post-processing shader (CRT effect) applied to the back buffer
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### Configuration System (`source/game/`)
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Follows the pattern from `jaildoctors_dilemma`:
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- **defines.hpp** <20><> Game-wide constants (window title, version, screen dimensions)
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- **defaults.hpp** — Default values for all persistent options (audio, game)
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- **options.hpp/cpp** — `Options` namespace with structs, inline globals, and YAML load/save API. Config persists to `~/.config/jailgames/aee/config.yaml` (Linux), `%APPDATA%/jailgames/aee/` (Windows)
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### Game Modules (`source/game/`)
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- **ModuleSequence** — Non-gameplay screens: intro, menu, slides, banners, credits, death screen. State machine entry point (state=1)
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@@ -51,6 +59,7 @@ All engine modules are flat C-style APIs (no classes), prefixed by subsystem:
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- `gif.h` — Header-only GIF decoder
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- `stb_vorbis.h` — stb single-header OGG decoder
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- `fkyaml_node.hpp` — Header-only YAML parser (fkYAML v0.4.2)
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### Main Loop (`source/main.cpp`)
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