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#pragma once

#include <raylib.h>
#include <stdbool.h>
#include <stdint.h>

#include "constants.h"

#define ENTITY_ALLOCATED 1
#define ENTITY_VISIBLE (1 << 1)
#define ENTITY_PHYSICS_ACTIVE (1 << 2)

typedef enum EntityType {
    Player_Entity,
    Wall_Entity,
    Background_Entity
} EntityType;

typedef enum DrawLayer {
    Background_Layer = 0,
    Foreground_Layer = 1
} DrawLayer;

typedef struct Animation {
    int numFrames;
    bool isLooping;
    bool isComplete;
    Rectangle srcRects[MAX_FRAMES];
    float frameTimes[MAX_FRAMES];

    int currentFrame;
    float currentFrameTimer;
} Animation;

typedef struct Sprite {
    Texture2D texture;
    DrawLayer layer;
    Rectangle destRect; //Destination rectangle relative to player position

    int numAnimations; //Zero for static spritesx
    Animation animations[MAX_ANIMATIONS];
    int currentAnimation;
} Sprite;

typedef struct Entity {
    int id;
    EntityType type;
    uint16_t flags;

    Vector2 position;
    Vector2 velocity;
    
    //Physics information
    Rectangle physicsCollider;
    int numHitBoxes;
    Rectangle hitBoxes[MAX_AREA_COUNT];
    int numHurtBoxes;
    Rectangle hurtBoxes[MAX_AREA_COUNT];

    Sprite sprites[MAX_SPRITE_COUNT];
    int numSprites;

    #ifdef BEATEMUP_DEBUG
        //Debug information
        Color physicsColliderColor;
    #endif
} Entity;

typedef struct Game {
    bool paused;
    Entity entities[MAX_ENTITY_COUNT];
    Camera2D camera;

    #ifdef BEATEMUP_DEBUG
        //Debug information
        bool enableDebugOverlay;
    #endif
} Game;

void AddEntity(Entity* e);
void AddWall(float xpos, float ypos, float width, float height);

void InitGame();
void UpdateGame(float deltaTime);
void DrawGame();

void UpdateCurrentSpriteAnimation(Sprite* sprite, float dt);
void DrawEntitySprite(const Entity* e, int spriteIndex);

#ifdef BEATEMUP_DEBUG
void DebugHighlights(const Entity* e);
#endif