HATPC/engine/EC/components.h

132 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