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- #pragma once
- #include "engine/engine.h"
- #include <flip_world.h>
- #include <game/game.h>
- #include "engine/sensors/imu.h"
- #define MAX_ENEMIES 10
- #define MAX_LEVELS 10
- #define MAX_NPCS 10
- // EntityContext definition
- typedef struct
- {
- char id[64]; // Unique ID for the entity type
- int index; // Index for the specific entity instance
- Vector size; // Size of the entity
- Sprite *sprite_right; // Entity sprite when looking right
- Sprite *sprite_left; // Entity sprite when looking left
- EntityDirection direction; // Direction the entity is facing
- EntityState state; // Current state of the entity
- Vector start_position; // Start position of the entity
- Vector end_position; // End position of the entity
- float move_timer; // Timer for the entity movement
- float elapsed_move_timer; // Elapsed time for the entity movement
- float radius; // Collision radius for the entity
- float speed; // Speed of the entity
- float attack_timer; // Cooldown duration between attacks
- float elapsed_attack_timer; // Time elapsed since the last attack
- float strength; // Damage the entity deals
- float health; // Health of the entity
- char message[64]; // Message to display when interacting with the entity
- } EntityContext;
- typedef struct
- {
- Vector old_position; // previous position of the player
- EntityDirection direction; // direction the player is facing
- EntityState state; // current state of the player
- Vector start_position; // starting position of the player
- Sprite *sprite_right; // player sprite looking right
- Sprite *sprite_left; // player sprite looking left
- int8_t dx; // x direction
- int8_t dy; // y direction
- uint32_t xp; // experience points
- uint32_t level; // player level
- uint32_t strength; // player strength
- uint32_t health; // player health
- uint32_t max_health; // player maximum health
- uint32_t health_regen; // player health regeneration rate per second/frame
- float elapsed_health_regen; // time elapsed since last health regeneration
- float attack_timer; // Cooldown duration between attacks
- float elapsed_attack_timer; // Time elapsed since the last attack
- char username[32]; // player username
- bool left; // track player sprite direction
- } PlayerContext;
- // two screens for the game menu
- typedef enum
- {
- GAME_MENU_INFO, // level, health, xp, etc.
- GAME_MENU_MORE, // more settings
- GAME_MENU_NPC, // NPC dialog
- } GameMenuScreen;
- typedef struct
- {
- PlayerContext *player_context;
- Level *levels[MAX_LEVELS];
- Entity *enemies[MAX_ENEMIES];
- Entity *npcs[MAX_NPCS];
- Entity *player;
- float fps;
- int level_count;
- int enemy_count;
- int npc_count;
- int current_level;
- bool ended_early;
- Imu *imu;
- bool imu_present;
- //
- bool is_switching_level;
- bool is_menu_open;
- //
- uint32_t elapsed_button_timer;
- uint32_t last_button;
- //
- GameMenuScreen menu_screen;
- uint8_t menu_selection;
- //
- int icon_count;
- int icon_offset;
- //
- char message[64];
- } GameContext;
- typedef struct
- {
- char id[16];
- char left_file_name[64];
- char right_file_name[64];
- uint8_t width;
- uint8_t height;
- } SpriteContext;
- extern const EntityDescription player_desc;
- void player_spawn(Level *level, GameManager *manager);
- SpriteContext *get_sprite_context(const char *name);
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