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- #pragma once
- #include "engine/engine.h"
- #include <flip_world.h>
- #include <game/game.h>
- #include <notification/notification_messages.h>
- #include "engine/sensors/imu.h"
- // Maximum enemies
- #define MAX_ENEMIES 2
- #define MAX_LEVELS 5
- typedef enum
- {
- PLAYER_IDLE,
- PLAYER_MOVING,
- PLAYER_ATTACKING,
- PLAYER_ATTACKED,
- PLAYER_DEAD,
- } PlayerState;
- typedef enum
- {
- PLAYER_UP,
- PLAYER_DOWN,
- PLAYER_LEFT,
- PLAYER_RIGHT
- } PlayerDirection;
- typedef struct
- {
- PlayerDirection direction; // direction the player is facing
- PlayerState 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
- } PlayerContext;
- typedef struct
- {
- PlayerContext *player_context;
- Level *levels[MAX_LEVELS];
- Entity *enemies[MAX_ENEMIES];
- Entity *player;
- GameKey user_input;
- float fps;
- int level_count;
- int enemy_count;
- int current_level;
- bool ended_early;
- NotificationApp *notifications;
- Imu *imu;
- bool imu_present;
- } 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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