refactor: header file for every module
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#ifndef ISLANDS_H
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#define ISLANDS_H
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#include "engineSprite.h"
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#include <raylib.h>
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#define MAX_ISLANDS 14
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// Perimeter samples used to build each island's procedural shape (see
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// GenerateIsland in appGameIslands.c). Higher than you'd need for the old
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// small islands since they're now rendered at much higher native resolution
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// and a coarser sample count would show as flat facets on the coastline.
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#define ISLAND_SHAPE_POINTS 28
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typedef struct {
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Vector2 position;
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float radius; // collision radius (outer shore edge), in world units
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Sprite sprite; // a small procedurally-painted texture, point-filtered like
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// the rest of the cast, not a shader effect
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} Island;
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typedef struct {
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int count;
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Island island[MAX_ISLANDS];
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} Islands;
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Islands CreateIslands(Camera2D *camera);
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void UpdateIslands(Islands *islands, Camera2D *camera);
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void RenderIslands(Islands *islands);
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void UnloadIslands(Islands *islands);
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#endif // ISLANDS_H
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