typedef & PascalCase for ALL structs and enums

This commit is contained in:
2024-09-23 14:43:16 -03:00
parent e093a6d492
commit 73bf92e706
43 changed files with 795 additions and 793 deletions

View File

@ -13,9 +13,9 @@
void game_tick(void) {
if (ctx.initialization_needed) {
if (!ctx.udata) {
ctx.udata = ccalloc(1, sizeof (struct state));
ctx.udata = ccalloc(1, sizeof (State));
struct state *state = ctx.udata;
State *state = ctx.udata;
state->ctx = &ctx;
state->scene = title_scene(state);
}
@ -48,7 +48,7 @@ void game_tick(void) {
input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
}
struct state *state = ctx.udata;
State *state = ctx.udata;
if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) {
ctx.debug = !ctx.debug;
@ -67,7 +67,7 @@ void game_tick(void) {
void game_end(void) {
struct state *state = ctx.udata;
State *state = ctx.udata;
state->scene->end(state);
free(state);
}

View File

@ -10,14 +10,14 @@
#include <tgmath.h>
static void update_timers(struct player *player) {
static void update_timers(Player *player) {
tick_timer(&player->jump_air_timer);
tick_timer(&player->jump_coyote_timer);
tick_timer(&player->jump_buffer_timer);
}
static void input_move(struct input_state *input, struct player *player) {
static void input_move(InputState *input, Player *player) {
/* apply horizontal damping when the player stops moving */
/* in other words, make it decelerate to a standstill */
if (!input_is_action_pressed(input, "player_left") &&
@ -44,7 +44,7 @@ static void input_move(struct input_state *input, struct player *player) {
}
static void jump(struct player *player) {
static void jump(Player *player) {
player->jump_coyote_timer = 0;
player->jump_buffer_timer = 0;
player->dy = player->jump_force_initial;
@ -53,7 +53,7 @@ static void jump(struct player *player) {
}
static void input_jump(struct input_state *input, struct player *player) {
static void input_jump(InputState *input, Player *player) {
player->current_gravity_multiplier = player->jump_default_multiplier;
if (input_is_action_just_pressed(input, "player_jump")) {
@ -74,7 +74,7 @@ static void input_jump(struct input_state *input, struct player *player) {
}
static void update_collider_x(struct player *player) {
static void update_collider_x(Player *player) {
player->collider_x.w = player->rect.w;
player->collider_x.h = player->rect.h - 8;
player->collider_x.x = player->rect.x;
@ -82,7 +82,7 @@ static void update_collider_x(struct player *player) {
}
static void update_collider_y(struct player *player) {
static void update_collider_y(Player *player) {
player->collider_y.w = player->rect.w;
player->collider_y.h = player->rect.h;
player->collider_y.x = player->rect.x + ((player->rect.w - player->collider_y.w) / 2);
@ -90,7 +90,7 @@ static void update_collider_y(struct player *player) {
}
static void apply_gravity(struct player *player, float gravity) {
static void apply_gravity(Player *player, float gravity) {
player->dy -= gravity * player->current_gravity_multiplier;
player->dy = fmax(player->dy, -player->terminal_velocity);
@ -106,7 +106,7 @@ static void apply_gravity(struct player *player, float gravity) {
/* returns whether or not a correction was applied */
static bool corner_correct(struct player *player, t_frect collision) {
static bool corner_correct(Player *player, Rect collision) {
/*
* somewhat of a hack here. we only want to do corner correction
* if the corner in question really is the corner of a "platform,"
@ -145,16 +145,16 @@ static bool corner_correct(struct player *player, t_frect collision) {
}
static void calc_collisions_x(struct player *player) {
t_frect collision;
static void calc_collisions_x(Player *player) {
Rect collision;
bool is_colliding = world_find_intersect_frect(player->world, player->collider_x, &collision);
if (!is_colliding) return;
float player_center_x = player->collider_x.x + (player->collider_x.w / 2);
float collision_center_x = collision.x + (collision.w / 2);
enum collision_direction { COLLISION_LEFT = -1, COLLISION_RIGHT = 1 };
enum collision_direction dir_x =
typedef enum CollisionDirection { COLLISION_LEFT = -1, COLLISION_RIGHT = 1 } CollisionDirection;
CollisionDirection dir_x =
player_center_x > collision_center_x ? COLLISION_LEFT : COLLISION_RIGHT;
player->rect.x -= collision.w * (float)dir_x;
@ -162,16 +162,16 @@ static void calc_collisions_x(struct player *player) {
}
static void calc_collisions_y(struct player *player) {
t_frect collision;
static void calc_collisions_y(Player *player) {
Rect collision;
bool is_colliding = world_find_intersect_frect(player->world, player->collider_y, &collision);
if (!is_colliding) return;
float player_center_y = player->collider_y.y + (player->collider_y.h / 2);
float collision_center_y = collision.y + (collision.h / 2);
enum collision_direction { COLLISION_ABOVE = -1, COLLISION_BELOW = 1 };
enum collision_direction dir_y =
typedef enum CollisionDirection { COLLISION_ABOVE = -1, COLLISION_BELOW = 1 } CollisionDirection;
CollisionDirection dir_y =
player_center_y > collision_center_y ? COLLISION_ABOVE : COLLISION_BELOW;
/* before the resolution */
@ -202,16 +202,16 @@ static void calc_collisions_y(struct player *player) {
}
struct player *player_create(struct world *world) {
struct player *player = cmalloc(sizeof *player);
Player *player_create(World *world) {
Player *player = cmalloc(sizeof *player);
*player = (struct player) {
*player = (Player) {
.world = world,
.sprite_w = 48,
.sprite_h = 48,
.rect = (t_frect) {
.rect = (Rect) {
.x = 92,
.y = 200,
.w = 16,
@ -243,22 +243,22 @@ struct player *player_create(struct world *world) {
}
static void drawdef(struct player *player) {
static void drawdef(Player *player) {
m_sprite("/assets/player/baron-walk.png",
(t_frect) {
(Rect) {
.x = player->rect.x + ((player->rect.w - player->sprite_w) / 2),
.y = player->rect.y - 8,
.w = player->sprite_w,
.h = player->sprite_h,
});
push_circle((t_fvec2) { 256, 128 },
push_circle((Vec2) { 256, 128 },
24,
(t_color) { 255, 0, 0, 255 });
(Color) { 255, 0, 0, 255 });
}
static void drawdef_debug(struct player *player) {
static void drawdef_debug(Player *player) {
if (!ctx.debug)
return;
@ -269,19 +269,19 @@ static void drawdef_debug(struct player *player) {
/* }; */
push_rectangle(player->collider_x,
(t_color){ 0, 0, 255, 128 });
(Color){ 0, 0, 255, 128 });
push_rectangle(player->collider_y,
(t_color){ 0, 0, 255, 128 });
(Color){ 0, 0, 255, 128 });
}
void player_destroy(struct player *player) {
void player_destroy(Player *player) {
free(player);
}
void player_calc(struct player *player) {
void player_calc(Player *player) {
update_timers(player);
input_move(&ctx.input, player);

View File

@ -4,32 +4,32 @@
#include "twn_game_api.h"
struct world;
typedef struct World World;
enum player_action {
typedef enum PlayerAction {
PLAYER_ACTION_GROUND,
PLAYER_ACTION_FALL,
PLAYER_ACTION_JUMP,
};
} PlayerAction;
struct player {
struct world *world;
typedef struct Player {
World *world;
/* visual */
float sprite_w;
float sprite_h;
/* body */
t_frect rect;
Rect rect;
/* state */
enum player_action action;
PlayerAction action;
/* physics */
t_frect collider_x;
t_frect collider_y;
Rect collider_x;
Rect collider_y;
int collider_thickness;
float dx;
float dy;
@ -54,12 +54,12 @@ struct player {
float jump_boosted_multiplier;
float jump_corner_correction_offset; /* from center */
};
} Player;
struct player *player_create(struct world *world);
void player_destroy(struct player *player);
void player_calc(struct player *player);
Player *player_create(World *world);
void player_destroy(Player *player);
void player_calc(Player *player);
#endif

View File

@ -8,8 +8,8 @@
#include <stb_perlin.h>
static void ingame_tick(struct state *state) {
struct scene_ingame *scn = (struct scene_ingame *)state->scene;
static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
world_drawdef(scn->world);
player_calc(scn->player);
@ -23,26 +23,26 @@ static void ingame_tick(struct state *state) {
const float yaw_rad = scn->yaw * (float)DEG2RAD;
const float pitch_rad = scn->pitch * (float)DEG2RAD;
scn->cam.target = m_vec_norm(((t_fvec3){
scn->cam.target = m_vec_norm(((Vec3){
cosf(yaw_rad) * cosf(pitch_rad),
sinf(pitch_rad),
sinf(yaw_rad) * cosf(pitch_rad)
}));
}
const t_fvec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
scn->cam.pos = fvec3_sub(scn->cam.pos, m_vec_scale(right, speed));
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
scn->cam.pos = fvec3_add(scn->cam.pos, m_vec_scale(right, speed));
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
scn->cam.pos = fvec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
scn->cam.pos = fvec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_jump"))
scn->cam.pos.y += speed;
@ -56,27 +56,27 @@ static void ingame_tick(struct state *state) {
}
m_sprite(m_set(path, "/assets/9slice.png"),
m_set(rect, ((t_frect){ 16, 16, 128, 128 })),
m_opt(texture_region, ((t_frect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
m_set(rect, ((Rect){ 16, 16, 128, 128 })),
m_opt(texture_region, ((Rect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 48, 64, 64, 64 })),
m_opt(color, ((t_color){ 255, 0, 0, 255 })));
m_set(rect, ((Rect){ 48, 64, 64, 64 })),
m_opt(color, ((Color){ 255, 0, 0, 255 })));
m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 64, 64, 64, 64 })),
m_opt(color, ((t_color){ 0, 255, 0, 255 })));
m_set(rect, ((Rect){ 64, 64, 64, 64 })),
m_opt(color, ((Color){ 0, 255, 0, 255 })));
m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 80, 64, 64, 64 })),
m_opt(color, ((t_color){ 0, 0, 255, 255 })));
m_set(rect, ((Rect){ 80, 64, 64, 64 })),
m_opt(color, ((Color){ 0, 0, 255, 255 })));
m_sprite(m_set(path, "/assets/player/baron-walk.png"),
m_set(rect, ((t_frect){ 32, 32, 64, 64 })),
m_set(rect, ((Rect){ 32, 32, 64, 64 })),
m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
m_sprite(m_set(path, "/assets/player/baron-walk.png"),
m_set(rect, ((t_frect){ 128, 32, 128, 64 })),
m_set(rect, ((Rect){ 128, 32, 128, 64 })),
m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
set_camera(&scn->cam);
@ -91,51 +91,51 @@ static void ingame_tick(struct state *state) {
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
unfurl_triangle("/assets/grass.gif",
(t_fvec3){ (float)x, d0, (float)y },
(t_fvec3){ (float)x + 1, d1, (float)y },
(t_fvec3){ (float)x, d3, (float)y - 1 },
(t_shvec2){ 1024, 768 },
(t_shvec2){ 1024, 0 },
(t_shvec2){ 0, 768 });
(Vec3){ (float)x, d0, (float)y },
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2sh){ 1024, 768 },
(Vec2sh){ 1024, 0 },
(Vec2sh){ 0, 768 });
unfurl_triangle("/assets/grass.gif",
(t_fvec3){ (float)x + 1, d1, (float)y },
(t_fvec3){ (float)x + 1, d2, (float)y - 1 },
(t_fvec3){ (float)x, d3, (float)y - 1 },
(t_shvec2){ 1024, 0 },
(t_shvec2){ 0, 0 },
(t_shvec2){ 0, 768 });
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x + 1, d2, (float)y - 1 },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2sh){ 1024, 0 },
(Vec2sh){ 0, 0 },
(Vec2sh){ 0, 768 });
}
}
}
static void ingame_end(struct state *state) {
struct scene_ingame *scn = (struct scene_ingame *)state->scene;
static void ingame_end(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
player_destroy(scn->player);
world_destroy(scn->world);
free(state->scene);
}
struct scene *ingame_scene(struct state *state) {
Scene *ingame_scene(State *state) {
(void)state;
struct scene_ingame *new_scene = ccalloc(1, sizeof *new_scene);
SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
new_scene->base.tick = ingame_tick;
new_scene->base.end = ingame_end;
new_scene->world = world_create();
new_scene->player = player_create(new_scene->world);
new_scene->cam = (t_camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
play_audio_ex("music/mod65.xm", "soundtrack", (t_play_audio_args){
audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){
.repeat = true,
.volume = 1.0f
});
input_set_mouse_captured(&ctx.input, true);
return (struct scene *)new_scene;
return (Scene *)new_scene;
}

View File

@ -9,22 +9,22 @@
#include "../world.h"
struct scene_ingame {
struct scene base;
typedef struct SceneIngame {
Scene base;
struct world *world;
struct player *player;
World *world;
Player *player;
t_camera cam;
Camera cam;
/* TODO: put this in a better place */
float yaw;
float pitch;
float roll;
};
} SceneIngame;
struct scene *ingame_scene(struct state *state);
Scene *ingame_scene(State *state);
#endif

View File

@ -2,7 +2,7 @@
#include "../state.h"
void switch_to(struct state *state, struct scene *(*scene_func)(struct state *)) {
void switch_to(State *state, Scene *(*scene_func)(State *)) {
state->next_scene = scene_func(state);
state->is_scene_switching = true;
}

View File

@ -2,15 +2,15 @@
#define SCENE_H
struct state;
struct scene {
typedef struct State State;
typedef struct Scene {
char *id;
void (*tick)(struct state *);
void (*end)(struct state *);
};
void (*tick)(State *);
void (*end)(State *);
} Scene;
void switch_to(struct state *state, struct scene *(*scene_func)(struct state *));
void switch_to(State *state, Scene *(*scene_func)(State *));
#endif

View File

@ -8,8 +8,8 @@
#include <stdio.h>
static void title_tick(struct state *state) {
struct scene_title *scn = (struct scene_title *)state->scene;
static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn;
if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
@ -17,7 +17,7 @@ static void title_tick(struct state *state) {
}
m_sprite("/assets/title.png", ((t_frect) {
m_sprite("/assets/title.png", ((Rect) {
((float)RENDER_BASE_WIDTH / 2) - ((float)320 / 2), 64, 320, 128 }));
@ -31,42 +31,42 @@ static void title_tick(struct state *state) {
int text_w = get_text_width(text_str, text_h, font);
push_rectangle(
(t_frect) {
(Rect) {
.x = 0,
.y = 0,
.w = (float)text_w,
.h = (float)text_h,
},
(t_color) { 0, 0, 0, 255 }
(Color) { 0, 0, 0, 255 }
);
push_text(
text_str,
(t_fvec2){ 0, 0 },
(Vec2){ 0, 0 },
text_h,
(t_color) { 255, 255, 255, 255 },
(Color) { 255, 255, 255, 255 },
font
);
free(text_str);
}
static void title_end(struct state *state) {
struct scene_title *scn = (struct scene_title *)state->scene;
static void title_end(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
player_destroy(scn->player);
world_destroy(scn->world);
free(state->scene);
}
struct scene *title_scene(struct state *state) {
Scene *title_scene(State *state) {
(void)state;
struct scene_title *new_scene = ccalloc(1, sizeof *new_scene);
SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
new_scene->base.tick = title_tick;
new_scene->base.end = title_end;
new_scene->world = world_create();
new_scene->player = player_create(new_scene->world);
return (struct scene *)new_scene;
return (Scene *)new_scene;
}

View File

@ -7,15 +7,15 @@
#include "../world.h"
struct scene_title {
struct scene base;
typedef struct SceneTitle {
Scene base;
struct world *world;
struct player *player;
};
World *world;
Player *player;
} SceneTitle;
struct scene *title_scene(struct state *state);
Scene *title_scene(State *state);
#endif

View File

@ -6,12 +6,15 @@
#include <stdbool.h>
struct state {
t_ctx *ctx;
struct scene *scene;
struct scene *next_scene;
typedef struct Scene Scene;
typedef struct State {
Context *ctx;
Scene *scene;
Scene *next_scene;
bool is_scene_switching;
};
} State;
#endif

View File

@ -8,11 +8,11 @@
#include <tgmath.h>
static void update_tiles(struct world *world) {
static void update_tiles(struct World *world) {
for (size_t row = 0; row < world->tilemap_height; ++row) {
for (size_t col = 0; col < world->tilemap_width; ++col) {
world->tiles[(row * world->tilemap_width) + col] = (struct tile) {
.rect = (t_rect) {
world->tiles[(row * world->tilemap_width) + col] = (struct Tile) {
.rect = (Recti) {
.x = (int)col * world->tile_size,
.y = (int)row * world->tile_size,
.w = world->tile_size,
@ -25,30 +25,30 @@ static void update_tiles(struct world *world) {
}
static t_vec2 to_grid_location(struct world *world, float x, float y) {
return (t_vec2) {
static Vec2i to_grid_location(struct World *world, float x, float y) {
return (Vec2i) {
.x = (int)floor(x / (float)world->tile_size),
.y = (int)floor(y / (float)world->tile_size),
};
}
static void drawdef_debug(struct world *world) {
static void drawdef_debug(struct World *world) {
if (!ctx.debug) return;
for (size_t i = 0; i < world->tilemap_height * world->tilemap_width; ++i) {
if (world->tiles[i].type == TILE_TYPE_VOID) continue;
push_rectangle(to_frect(world->tiles[i].rect),
(t_color) { 255, 0, 255, 128 });
(Color) { 255, 0, 255, 128 });
}
}
struct world *world_create(void) {
struct world *world = cmalloc(sizeof *world);
struct World *world_create(void) {
struct World *world = cmalloc(sizeof *world);
*world = (struct world) {
*world = (struct World) {
.tiles = NULL,
.tile_size = 42,
.tilemap_width = 20,
@ -89,7 +89,7 @@ struct world *world_create(void) {
}
void world_destroy(struct world *world) {
void world_destroy(struct World *world) {
free(world->tiles);
for (size_t i = 0; i < world->tilemap_height; ++i) {
@ -101,7 +101,7 @@ void world_destroy(struct world *world) {
}
void world_drawdef(struct world *world) {
void world_drawdef(struct World *world) {
for (size_t i = 0; i < world->tilemap_height * world->tilemap_width; ++i) {
if (world->tiles[i].type == TILE_TYPE_VOID)
continue;
@ -113,7 +113,7 @@ void world_drawdef(struct world *world) {
}
bool world_find_intersect_frect(struct world *world, t_frect rect, t_frect *intersection) {
bool world_find_intersect_frect(struct World *world, Rect rect, Rect *intersection) {
bool is_intersecting = false;
const size_t tile_count = world->tilemap_height * world->tilemap_width;
@ -121,7 +121,7 @@ bool world_find_intersect_frect(struct world *world, t_frect rect, t_frect *inte
if (world->tiles[i].type == TILE_TYPE_VOID)
continue;
t_frect tile_frect = {
Rect tile_frect = {
.x = (float)(world->tiles[i].rect.x),
.y = (float)(world->tiles[i].rect.y),
.w = (float)(world->tiles[i].rect.w),
@ -129,7 +129,7 @@ bool world_find_intersect_frect(struct world *world, t_frect rect, t_frect *inte
};
if (intersection == NULL) {
t_frect temp;
Rect temp;
is_intersecting = overlap_frect(&rect, &tile_frect, &temp);
} else {
is_intersecting = overlap_frect(&rect, &tile_frect, intersection);
@ -143,7 +143,7 @@ bool world_find_intersect_frect(struct world *world, t_frect rect, t_frect *inte
}
bool world_find_intersect_rect(struct world *world, t_rect rect, t_rect *intersection) {
bool world_find_intersect_rect(struct World *world, Recti rect, Recti *intersection) {
bool is_intersecting = false;
const size_t tile_count = world->tilemap_height * world->tilemap_width;
@ -151,10 +151,10 @@ bool world_find_intersect_rect(struct world *world, t_rect rect, t_rect *interse
if (world->tiles[i].type == TILE_TYPE_VOID)
continue;
t_rect *tile_rect = &world->tiles[i].rect;
Recti *tile_rect = &world->tiles[i].rect;
if (intersection == NULL) {
t_rect temp;
Recti temp;
is_intersecting = overlap_rect(&rect, tile_rect, &temp);
} else {
is_intersecting = overlap_rect(&rect, tile_rect, intersection);
@ -168,21 +168,21 @@ bool world_find_intersect_rect(struct world *world, t_rect rect, t_rect *interse
}
bool world_is_tile_at(struct world *world, float x, float y) {
t_vec2 position_in_grid = to_grid_location(world, x, y);
bool world_is_tile_at(struct World *world, float x, float y) {
Vec2i position_in_grid = to_grid_location(world, x, y);
return world->tilemap[position_in_grid.y][position_in_grid.x] != TILE_TYPE_VOID;
}
void world_place_tile(struct world *world, float x, float y) {
t_vec2 position_in_grid = to_grid_location(world, x, y);
void world_place_tile(struct World *world, float x, float y) {
Vec2i position_in_grid = to_grid_location(world, x, y);
world->tilemap[position_in_grid.y][position_in_grid.x] = TILE_TYPE_SOLID;
update_tiles(world);
}
void world_remove_tile(struct world *world, float x, float y) {
t_vec2 position_in_grid = to_grid_location(world, x, y);
void world_remove_tile(struct World *world, float x, float y) {
Vec2i position_in_grid = to_grid_location(world, x, y);
world->tilemap[position_in_grid.y][position_in_grid.x] = TILE_TYPE_VOID;
update_tiles(world);
}

View File

@ -1,42 +1,44 @@
#ifndef WORLD_H
#define WORLD_H
#include "twn_game_api.h"
#include <stdint.h>
#include <stdbool.h>
enum tile_type {
typedef enum TileType {
TILE_TYPE_VOID,
TILE_TYPE_SOLID,
};
} TileType;
struct tile {
t_rect rect;
enum tile_type type;
};
typedef struct Tile {
Recti rect;
TileType type;
} Tile;
struct world {
enum tile_type **tilemap;
struct tile *tiles;
typedef struct World {
TileType **tilemap;
Tile *tiles;
int tile_size;
unsigned int tilemap_width;
unsigned int tilemap_height;
size_t tile_nonvoid_count;
float gravity;
};
} World;
struct world *world_create(void);
void world_destroy(struct world *world);
void world_drawdef(struct world *world);
bool world_find_intersect_frect(struct world *world, t_frect rect, t_frect *intersection);
bool world_find_intersect_rect(struct world *world, t_rect rect, t_rect *intersection);
bool world_is_tile_at(struct world *world, float x, float y);
void world_place_tile(struct world *world, float x, float y);
void world_remove_tile(struct world *world, float x, float y);
World *world_create(void);
void world_destroy(World *world);
void world_drawdef(World *world);
bool world_find_intersect_frect(World *world, Rect rect, Rect *intersection);
bool world_find_intersect_rect(World *world, Recti rect, Recti *intersection);
bool world_is_tile_at(World *world, float x, float y);
void world_place_tile(World *world, float x, float y);
void world_remove_tile(World *world, float x, float y);
#endif