trynna fix click handler being garbage collected

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2026-05-19 13:33:02 +01:00
parent a692bfb2b3
commit 7bdb74e099
5 changed files with 38 additions and 12 deletions
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@@ -263,6 +263,31 @@ The engine could compile the developers scripts into mruby bytecode when buildin
- then a draft one of teh requirements with justification of each based on the previous sections
Requirements v1:
- A game loop capable of handling any max fps given to it.
- A scene system
- A scene is a set of scene elements used to create it,
- For example, a scene for menu, for game over screen, and most importantly, for the main game scene.
- A scene element can be one of,
- A rectangle
- A text
- An image
- A game world
- A pixel scripted element, for stuff like minimaps (called Surface).
- A sdl command batch element, for something that batches a bunch of image/rect/text into one element. (Called Render)
- each element has coordinates on screen and z ordering.
- And they can handle clicks / keyboard events and have scripts attached to each or the scene itself.
- A game world is just the game world (everything is coordinates in the world map relative, and this object controls the camera), \
and it can be defined as topdown or side (for z ordering rules).
- everything is an entity
- with specail entities for tiling spritesheets where a set of tiles can be defined and the engine will place the right kind of tile based on the scenario \
(for example in a maze if i define a spritesheet with tiles for corner / edge peices and then tell the maze as a grid of cells with 1 for wall and 0 \
for empty it will automatically place the correct tile from that list.)
- and support for maze generation and solving algorithms, which can be used with tiling entity to create maze maps but also just usable for anything.
##
- then any limitations / problems that can arise with certain choices in that list and how i might tackle them or ignore them
- then specifics of what ill need to actually make this, like the libaries, languages & hardware ill use with reasons of why, can have a big section on stuff like explaining why i chose sdl3 for rendering, or mruby (mostly because of mruby precompiling and how i can prepack the engine into a single binary)