SqaureGame/include/header.h

146 lines
3.6 KiB
C

#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
// Global Constants
#define BEZIER_POINTS 5
#define LEFT KEY_LEFT
#define RIGHT KEY_RIGHT
#define DOWN KEY_DOWN
#define UP KEY_UP
#define JUMP KEY_SPACE
#define DASH KEY_Z
struct afterImage
{
Vector2 velocity;
Vector2 pos;
Vector2 top_vertices[BEZIER_POINTS+1];
Vector2 bottom_vertices[BEZIER_POINTS+1];
Vector2 left_vertices[BEZIER_POINTS+1];
Vector2 right_vertices[BEZIER_POINTS+1];
float opacity;
Color color;
struct afterImage *prev;
struct afterImage *next;
};
struct kinematic_obj
{
Rectangle rect;
Vector2 velocity;
Vector2 pos;
int ori_width;
int ori_height;
double dim_reduction[4];
double set_dim_reduction[4];
};
struct kinematic_obj_node
{
struct kinematic_obj *obj;
struct kinematic_obj_node *next;
};
enum PLAYER_STATE
{
IDLE = 0,
JUMP_SQUAT,
JUMPING,
FALLING,
LANDING,
DASH_START,
DASHING,
DASH_END,
RUN_START,
RUNNING,
RUN_END,
TURN_AROUND
};
struct player_obj
{
struct kinematic_obj kinematic;
enum PLAYER_STATE state;
struct squishy_square *image;
struct afterImage *after_img_head;
struct afterImage *after_img_tail;
};
extern unsigned int PLAYER_SIZE;
struct squishy_square
{
struct kinematic_obj *parent;
Color color;
Vector2 center;
double top_offset;
double bottom_offset;
double left_offset;
double right_offset;
double target_offsets[4];
Vector2 top_vertices[BEZIER_POINTS+1];
Vector2 bottom_vertices[BEZIER_POINTS+1];
Vector2 left_vertices[BEZIER_POINTS+1];
Vector2 right_vertices[BEZIER_POINTS+1];
};
struct target_obj
{
double radius;
struct kinematic_obj kinematic;
};
struct target_obj_node
{
struct target_obj *obj;
struct target_obj_node *next;
};
// Object functions, kinematics.c
struct kinematic_obj init_kinematic_obj(int width, int height);
void move(struct kinematic_obj *obj, Vector2 acceleration);
void set_position(struct kinematic_obj *obj, int x, int y);
bool place_meeting(struct kinematic_obj *obj, Vector2 dir);
void scale_rect(struct kinematic_obj *obj);
void adjust_hitbox(struct kinematic_obj *obj);
void add_kinematic_node(struct kinematic_obj *obj, struct kinematic_obj_node **HEAD);
//struct kinematic_obj_node **get_list();
void free_kinematic_list(struct kinematic_obj_node **HEAD);
// Math functions, math.c
double mag(Vector2 vec);
int sign(double val);
Vector2 dir(Vector2 vec);
void approach(double *val, double target, float f);
Vector2 center(Rectangle rect);
// Linked list, linked_list.c
void create_list(void);
// Squishy Square functions, squishy.c
struct squishy_square init_squishy_square(struct kinematic_obj *parent, Color color);
void update_squishy(struct squishy_square *square);
void draw_squishy(struct squishy_square *square);
void set_squish_target_offset(struct squishy_square *square, unsigned int dir, int val);
void draw_afterimages(struct player_obj *player);
//Player stuff, player.c
struct player_obj init_player_obj();
void player_input_check(struct player_obj *player);
void create_afterimage(struct player_obj *player, Color color);
void remove_last_afterimage(struct player_obj *player);
void free_afterimages(struct player_obj *player);
//Target stuff, target.c
struct target_obj init_target();
void free_target_list(struct target_obj_node **HEAD);
void add_target_node(struct target_obj *obj, struct target_obj_node **HEAD);
bool collide_target(struct kinematic_obj *obj, struct target_obj *target);
//Debug stuff, debug.c
void state_string(char *str, enum PLAYER_STATE state);
void display_input(char *dir);