HATPC/scenes/scene_impl.h

138 lines
3.6 KiB
C

/* 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 "engine.h"
#include "gui.h"
#define CONTAINER_OF(ptr, type, member) ({ \
const typeof( ((type *)0)->member ) *__mptr = (ptr); \
(type *)( (char *)__mptr - offsetof(type,member) );})
typedef enum TileType {
EMPTY_TILE = 0,
SOLID_TILE,
ONEWAY_TILE,
LADDER,
SPIKES,
} TileType_t;
#define MAX_TILE_SPRITES 32
typedef struct CoinCounter
{
uint16_t current;
uint16_t total;
}CoinCounter_t;
typedef enum CameraMode {
CAMERA_FOLLOW_PLAYER = 0,
CAMERA_RANGED_MOVEMENT,
} CameraMode_t;
typedef struct LevelCamera {
Camera2D cam;
CameraMode_t mode;
Vector2 target_pos;
float base_y;
//Vector2 prev_pos;
Vector2 current_vel;
float mass;
float c; // damping factor
float k; // spring constant
float range_limit;
}LevelCamera_t;
typedef enum LevelSceneState {
LEVEL_STATE_STARTING = 0,
LEVEL_STATE_RUNNING,
LEVEL_STATE_DEAD,
LEVEL_STATE_COMPLETE,
} LevelSceneState_t;
typedef struct LevelSceneStateMachine {
LevelSceneState_t state;
system_func_t state_functions[4];
// Engine has no timeline support, so make a pseudo timeline implementation
float fractional;
uint32_t counter;
} LevelSceneStateMachine_t;
typedef struct LevelSceneData {
TileGrid_t tilemap;
// TODO: game_rec is actually obsolete since this is in the scene game layer
Rectangle game_rec;
LevelCamera_t camera;
Sprite_t* tile_sprites[MAX_TILE_SPRITES];
Sprite_t* solid_tile_sprites;
uint8_t selected_solid_tilemap;
LevelPack_t* level_pack;
unsigned int current_level;
CoinCounter_t coins;
bool show_grid;
Vector2 player_spawn;
LevelSceneStateMachine_t sm;
}LevelSceneData_t;
static inline void change_level_state(LevelSceneData_t* data, LevelSceneState_t state)
{
data->sm.state = state;
data->sm.counter = 0;
data->sm.fractional = 0;
}
typedef struct LevelScene {
Scene_t scene;
LevelSceneData_t data;
}LevelScene_t;
void init_game_scene(LevelScene_t* scene);
void free_game_scene(LevelScene_t* scene);
void init_sandbox_scene(LevelScene_t* scene);
void free_sandbox_scene(LevelScene_t* scene);
void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone);
void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent);
void clear_all_game_entities(LevelScene_t* scene);
void term_level_scene_data(LevelSceneData_t* data);
void reload_level_tilemap(LevelScene_t* scene);
void load_next_level_tilemap(LevelScene_t* scene);
void load_prev_level_tilemap(LevelScene_t* scene);
bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num);
void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type);
typedef enum GuiMode {
KEYBOARD_MODE,
MOUSE_MODE
} GuiMode_t;
typedef struct MenuSceneData {
UIComp_t buttons[4];
unsigned int selected_comp;
unsigned int max_comp;
GuiMode_t mode;
} MenuSceneData_t;
typedef struct MenuScene {
Scene_t scene;
MenuSceneData_t data;
} MenuScene_t;
typedef struct LevelSelectSceneData {
VertScrollArea_t scroll_area;
LevelPack_t* level_pack;
} LevelSelectSceneData_t;
typedef struct LevelSelectScene {
Scene_t scene;
LevelSelectSceneData_t data;
} LevelSelectScene_t;
void init_menu_scene(MenuScene_t* scene);
void free_menu_scene(MenuScene_t* scene);
void init_level_select_scene(LevelSelectScene_t* scene);
void free_level_select_scene(LevelSelectScene_t* scene);
#endif // __SCENE_IMPL_H