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path: root/src/entity.h
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#pragma once

#include <SDL2/SDL.h>

#define from_fixed(a) (a / 16)
#define to_fixed(a) (a * 16)

struct vec2 {
	signed x, y;
};

struct hitbox {
	unsigned left, right, top, bottom;
};

struct anim {
	unsigned frame;
	SDL_Rect rect;
	unsigned length;
};

struct entity {
	int (*update)(struct entity *self);
	int (*hurt)(struct entity *self, int damage);
	int (*draw)(struct entity *self, int camx, int camy);
	void (*free)(struct entity *self);
	int x, y; // unsigned results in a bunch of weird edge cases
	struct vec2 velocity;
	struct hitbox hitbox;
	struct anim anim;
	unsigned state;
	int hp;
	int timer;
	int iframes;
	signed facing;
	void *texture;
	void *ext;
};

struct warp {
	int (*update)(struct warp *);
	unsigned x, y;
	unsigned w, h;
	unsigned tox, toy;
	struct hitbox hitbox;
	unsigned timer;
	void *ext;
};

struct projectile {
	int (*update)(struct projectile *self);
	int (*draw)(struct projectile *self, int camx, int camy);
	void (*free)(struct projectile *self);
	int x, y; // unsigned results in a bunch of weird edge cases
	struct vec2 velocity;
	struct hitbox hitbox;
	struct anim anim;
	unsigned state;
	int hp;
	int timer;
	int iframes;
	signed facing;
	void *texture;
	void *ext;
};

struct particle {
	int x, y;
	struct vec2 velocity;
	struct vec2 acceleration;
	SDL_Rect rect;
	int hp;
};