/* This implements the scene * ie it will insert the scene-specific data and systems * based on the function called * */ #ifndef __SCENE_IMPL_H #define __SCENE_IMPL_H #include "scene.h" typedef struct Tile { bool solid; // TODO: add a map? }Tile_t; typedef struct TileGrid { unsigned int width; unsigned int height; Tile_t * const tiles; }TileGrid_t; typedef struct LevelSceneData { Vector2 player_dir; TileGrid_t tilemap; }LevelSceneData_t; typedef struct LevelScene { Scene_t scene; LevelSceneData_t data; }LevelScene_t; void init_level_scene(LevelScene_t *scene); void free_level_scene(LevelScene_t *scene); void reload_level_scene(LevelScene_t *scene); #endif // __SCENE_IMPL_H