refactor: header file for every module

This commit is contained in:
2026-09-19 13:11:53 +02:00
parent b26070a518
commit dda0d38e22
36 changed files with 968 additions and 272 deletions
+43
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#ifndef ENEMIES_H
#define ENEMIES_H
#include <raylib.h>
#include <stdbool.h>
#include "engineAnimation.h"
#include "enginePhysics.h"
#include "engineSprite.h"
#include "pathfinding.h"
#include "player.h"
#include "projectiles.h"
#include "terrain.h"
#include "wake.h"
typedef enum { BOAT, ENEMIES_TEX_COUNT } EnemiesTextureID;
#define MAX_ENEMIES 100
typedef struct {
int count;
Sprite sprite[MAX_ENEMIES];
Animation animation[MAX_ENEMIES];
Physics physics[MAX_ENEMIES];
bool arrived[MAX_ENEMIES];
Vector2 destPos[MAX_ENEMIES];
Vector2 path[MAX_ENEMIES][PATH_MAX_WAYPOINTS];
int pathLength[MAX_ENEMIES];
int pathIndex[MAX_ENEMIES];
bool alive[MAX_ENEMIES];
float reloadTimer[MAX_ENEMIES];
float destinationCooldown[MAX_ENEMIES];
bool chasing[MAX_ENEMIES];
float chaseRepathTimer[MAX_ENEMIES];
WakeTrail wakeTrail[MAX_ENEMIES];
} Enemies;
Enemies CreateEnemies(Camera2D *camera, Terrain *terrain);
void UpdateEnemies(Enemies *enemies, Camera2D *camera, Projectiles *projectiles, Player *player,
Terrain *terrain);
void RenderEnemies(Enemies *enemies);
#endif