update: types and functions

This commit is contained in:
huaqo-games
2025-11-06 11:34:39 +01:00
parent a6eda53b97
commit dbac58eda8
2 changed files with 11 additions and 8 deletions
+1 -2
View File
@@ -174,7 +174,6 @@ typedef struct
Player player; Player player;
Birds birds; Birds birds;
Islands islands; Islands islands;
Camera2D camera;
Mouse mouse; Mouse mouse;
Image image; Image image;
} GameState; } GameState;
@@ -226,7 +225,7 @@ void RenderMenu(MenuState *m, Font *font, const char *title, Flags *flags);
void CleanupMenu(MenuState *m); void CleanupMenu(MenuState *m);
Floor CreateFloor(void); Floor CreateFloor(void);
void UpdateFloor(Floor *floor, const Camera2D *camera); void UpdateFloor(Floor *floor);
void RenderFloor(Floor *floor); void RenderFloor(Floor *floor);
void UnloadFloor(Floor *floor); void UnloadFloor(Floor *floor);
+10 -6
View File
@@ -160,10 +160,12 @@ void UpdateArray(Array* array, void (*updateFunc)(void*));
void RenderArray(Array* array, void (*renderFunc)(void*)); void RenderArray(Array* array, void (*renderFunc)(void*));
void FreeArray(Array** array); void FreeArray(Array** array);
Camera2D CreateCamera(Vector2 playerPosition, float initZoom); Camera2D* GetCamera(void);
void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness); Rectangle GetCameraRectangle(void);
void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom); void CreateCamera(Vector2 playerPosition, float initZoom);
void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse); void UpdateCameraTarget(Vector2 *position, const float smoothness);
void UpdateCameraZoom(const float *scaleFactor, const float *minZoom, const float *maxZoom);
void UpdateCamera2D(Vector2* position, Mouse* mouse);
void InitConfig(Config *config, const char* path); void InitConfig(Config *config, const char* path);
int GetConfigInt(Config *config, const char *key); int GetConfigInt(Config *config, const char *key);
@@ -193,7 +195,7 @@ void renderButton(Button *b);
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture); Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
void UpdateMouseScreen(Mouse *mouse); void UpdateMouseScreen(Mouse *mouse);
void UpdateMouse(Mouse *mouse, Camera2D *camera); void UpdateMouse(Mouse *mouse);
Vector2 GetDirectionVector(void); Vector2 GetDirectionVector(void);
ObjectArray CreateObjectArray(const Object *prototype, const size_t count); ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
@@ -221,12 +223,14 @@ void UpdateSoundtrack(Soundtrack *soundtrack, bool playing);
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector); void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector); void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector);
void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector); void UpdateSpriteRotation(Sprite *sprite, float rotation);
void RenderSprite(const Sprite *sprite); void RenderSprite(const Sprite *sprite);
void PrintSprite(const Sprite *sprite); void PrintSprite(const Sprite *sprite);
bool IsVectorZero(Vector2 v); bool IsVectorZero(Vector2 v);
Vector2 GetRandomVector(const Rectangle bounds); Vector2 GetRandomVector(const Rectangle bounds);
Vector2 RotationToVector2(float rotation);
float Vector2ToRotation(Vector2 vec);
#endif //ENGINE_H #endif //ENGINE_H