HATPC/engine/EC/components.h

147 lines
2.8 KiB
C

#ifndef __COMPONENTS_H
#define __COMPONENTS_H
#include "raylib.h"
#include <stdint.h>
#include "entity.h"
// TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 10
typedef enum ComponentEnum
{
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CMOVEMENTSTATE_T,
CJUMP_COMP_T,
CPLAYERSTATE_T,
CCONTAINER_T,
CHITBOXES_T,
CHURTBOX_T,
CSPRITE_T,
}ComponentEnum_t;
typedef struct _CBBox_t
{
Vector2 size;
Vector2 offset;
Vector2 half_size;
bool solid;
bool fragile;
}CBBox_t;
typedef struct _CTransform_t
{
Vector2 prev_position;
Vector2 position;
Vector2 velocity;
Vector2 accel;
Vector2 fric_coeff;
}CTransform_t;
typedef struct _CMovementState_t
{
uint8_t ground_state;
uint8_t water_state;
}CMovementState_t;
// This is to store the occupying tiles
// Limits to store 4 tiles at a tile,
// Thus the size of the entity cannot be larger than the tile
typedef struct _CTileCoord_t
{
unsigned int tiles[8];
unsigned int n_tiles;
}CTileCoord_t;
typedef struct _CJump_t
{
unsigned int jumps;
unsigned int max_jumps;
int jump_speed;
bool jumped;
bool jump_ready;
bool short_hop;
}CJump_t;
typedef enum PlayerState
{
GROUNDED,
AIR,
}PlayerState_t;
typedef struct _CPlayerState_t
{
Vector2 player_dir;
uint8_t jump_pressed;
uint8_t is_crouch;
}CPlayerState_t;
typedef enum ContainerItem
{
CONTAINER_EMPTY,
CONTAINER_LEFT_ARROW,
CONTAINER_RIGHT_ARROW,
CONTAINER_UP_ARROW,
CONTAINER_DOWN_ARROW,
CONTAINER_COIN,
CONTAINER_BOMB,
}ContainerItem_t;
typedef enum ContainerMaterial
{
WOODEN_CONTAINER,
METAL_CONTAINER,
}ContainerMaterial_t;
typedef struct _CContainer_t
{
ContainerMaterial_t material;
ContainerItem_t item;
}CContainer_t;
typedef struct _CHitBoxes_t
{
Rectangle boxes[2];
uint8_t n_boxes;
bool strong;
}CHitBoxes_t;
typedef struct _CHurtbox_t
{
Vector2 offset;
Vector2 size;
bool fragile;
}CHurtbox_t;
// Credits to bedroomcoders.co.uk for this
typedef struct Sprite
{
Texture2D* texture;
Vector2 frame_size;
Vector2 origin;
int frame_count;
int current_frame;
int elapsed;
int speed;
char* name;
}Sprite_t;
typedef unsigned int (*sprite_transition_func_t)(Entity_t *ent); // Transition requires knowledge of the entity
typedef struct _CSprite_t
{
const char * const *sprites_map; //Array of all sprite names associated
Sprite_t* sprite;
sprite_transition_func_t transition_func;
Vector2 offset;
unsigned int current_idx;
}CSprite_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
{
p_bbox->size.x = x;
p_bbox->size.y = y;
p_bbox->half_size.x = (unsigned int)(x / 2);
p_bbox->half_size.y = (unsigned int)(y / 2);
}
#endif // __COMPONENTS_H