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