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#ifndef ENTITY_H_
#define ENTITY_H_
#include <raylib.h>
#include <stdbool.h>
#include <stdint.h>
#include "constants.h"
#define ENTITY_ACTIVE 1
#define ENTITY_COLLISION_ACTIVE (1 << 1)
#define ENTITY_VISIBLE (1 << 2)
enum entity_type {
Player_Entity
};
enum draw_layer {
Foreground_Layer,
Background_Layer
};
enum direction {
Direction_Up,
Direction_Down,
Direction_Left,
Direction_Right
};
struct animation {
int frame_count;
bool is_looping;
bool is_completed;
Rectangle source_rects[ANIMATION_MAX_FRAMES];
float frame_times[ANIMATION_MAX_FRAMES];
int current_frame;
float current_frame_time;
};
struct entity {
int entity_id;
enum entity_type type;
uint32_t flags;
Vector2 position; //The position of the entity(roughly the center)
Vector2 velocity;
Rectangle collider;
Texture texture;
Rectangle sprite_dest_rect; //Relative to the position of entity (roughly the center)
struct animation animations[ENTITY_MAX_ANIMATIONS];
int current_animation;
enum draw_layer draw_layer;
};
void update_entity(struct entity* entity, float dt);
void draw_entity(const struct entity* entity);
Rectangle get_entity_collider_world(const struct entity* entity);
void entity_handle_collision
(
struct entity* self,
struct entity* other,
enum direction collision_direction
);
void add_entity(const struct entity* e);
static inline bool entity_active(const struct entity* e) {
return e->flags & ENTITY_ACTIVE;
}
static inline bool same_entity(const struct entity* a, const struct entity* b) {
return a->entity_id == b->entity_id;
}
static inline bool entity_visible(const struct entity* e) {
return e->flags & ENTITY_VISIBLE;
}
#endif
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