Files
sinbad/include/app.h
T

269 lines
6.0 KiB
C

#ifndef APPTYPES_H
#define APPTYPES_H
// INCLUDES//
#include <engine.h>
#include <raylib.h>
// DEFINES//
#define TEXT_COLOR_DARK (Color){182, 137, 98, 255}
#define TEXT_COLOR_LIGHT (Color){243, 229, 194, 255}
// ENUMS//
typedef enum {
MENU_CURSOR_TEX,
MENU_BIG_BUTTONS_TEX,
MENU_BOARD_TEX,
MENU_CLOUD_BACKGROUND,
MENU_CLOUD_MIDGROUND,
MENU_CLOUD_FOREGROUND,
MENU_TEX_COUNT
} MenuTextureID;
typedef enum { MENU_MUSIC, MENU_SOUNDTRACK_COUNT } MenuSoundtrackID;
typedef enum { HOVER_SOUND, CLICK_SOUND, MENU_SOUND_COUNT } MenuSoundID;
typedef enum MenuView { MAIN = 0, SETTINGS = 1 } MenuView;
typedef enum { START_SHIP, PLAYER_TEX_COUNT } playerTextureID;
typedef enum { ANCHOR, SLOW_AHEAD, FAST_AHEAD, SPEED_COUNT } playerSpeedID;
typedef enum { ISLAND, ISLANDS_TEX_COUNT } islandsTextureID;
typedef enum { POST_FX, SHADER_COUNT } ShaderID;
typedef enum { BEE_AMBIENT, SOUNDTRACK_COUNT } SoundtrackID;
typedef enum View { LOGO = 0, MENU = 1, GAMEPLAY = 2 } View;
// STRUCTS//
typedef struct {
int frameCounter;
int positionX;
int positionY;
int lettersCount;
int topSideRecWidth;
int leftSideRecHeight;
int bottomSideRecWidth;
int rightSideRecHeight;
int state;
float alpha;
} LogoState;
typedef struct {
Sprite sprite;
float scrolling;
float scale;
float scrollSpeed;
Vector2 pos;
} Background;
typedef struct {
Assets assets;
Mouse mouse;
Texture2D textures[MENU_TEX_COUNT];
Sound sounds[MENU_SOUND_COUNT];
Soundtrack soundtracks[MENU_SOUNDTRACK_COUNT];
ImageElement board;
ImageButton playButton;
ImageButton quitButton;
ImageButton settingsButton;
int menuScale;
Background background;
Background midground;
Background foreground;
} MenuMain;
typedef struct {
Button showFPS;
Button limitFPS;
Button soundtrackOn;
} MenuSettings;
typedef struct {
MenuView menuView;
MenuMain menuMain;
MenuSettings menuSettings;
} MenuState;
typedef struct {
Sprite sprite;
Rectangle bounds;
Shader shader;
float time;
} Floor;
typedef struct {
Sprite sprite;
Animation animation;
Physics physics;
float rotation;
} Player;
typedef enum { BOAT, ENEMIES_TEX_COUNT } enemiesTextureID;
typedef enum { START, SHIP_COUNT } shipID;
typedef struct {
int id;
char *assetPath;
int frameSize;
int speed0;
int speed1;
int speed2;
int rotationSpeed;
} Ship;
#define MAX_ENEMIES 100
typedef struct {
Config config;
int count;
Sprite sprite[MAX_ENEMIES];
Animation animation[MAX_ENEMIES];
Physics physics[MAX_ENEMIES];
bool arrived[MAX_ENEMIES];
Vector2 destPos[MAX_ENEMIES];
} Enemies;
typedef enum { FLYING, BIRDS_TEX_COUNT } birdsTextureID;
#define MAX_BIRDS 100
typedef struct {
int count;
Sprite sprite[MAX_BIRDS];
Animation animation[MAX_BIRDS];
Physics physics[MAX_BIRDS];
bool arrived[MAX_BIRDS];
Vector2 destPos[MAX_BIRDS];
} Birds;
typedef struct {
Sprite sprite;
Animation animation;
Physics physics;
} Islands;
#define MAX_PROJECTILES 100
typedef struct {
int count;
Physics physics[MAX_PROJECTILES];
bool active[MAX_PROJECTILES];
float radius[MAX_PROJECTILES];
Color color[MAX_PROJECTILES];
} Projectiles;
typedef struct {
Assets assets;
PostProcessing postFX[SHADER_COUNT];
Soundtrack soundtracks[SOUNDTRACK_COUNT];
RenderTexture2D target;
Floor floor;
Birds birds;
Enemies enemies;
Islands islands;
Mouse mouse;
Image image;
Projectiles projectiles;
} GameState;
typedef struct {
View currentView;
bool running;
bool gameStarted;
} State;
typedef struct {
bool showFPS;
bool limitFPS;
bool soundtrackOn;
} Flags;
typedef struct {
Config config;
State state;
Flags flags;
Window window;
Font font;
LogoState logo;
MenuState menu;
GameState game;
} App;
// FUNCTIONS//
void InitLogo(LogoState *l);
void UpdateLogo(LogoState *l, View *currentView, bool *running);
void RenderLogo(const LogoState *l, Flags *flags);
void InitBackground(float scrollSpeed, Background *bg, Texture2D *texture,
const TextureAsset *backgroundAsset);
void UpdateBackground(Background *bg);
void RenderBackground(Background *bg);
void InitMenuMain(MenuMain *m);
void UpdateMenuMain(MenuMain *m, State *state, Flags *flags,
MenuView *menuView);
void RenderMenuMain(MenuMain *m, Font *font, const char *title, Flags *flags);
void CleanupMenuMain(MenuMain *m);
void InitMenuSettings(MenuSettings *s);
void UpdateMenuSettings(MenuSettings *s, MenuView *menuView, State *state,
Flags *flags);
void RenderMenuSettings(MenuSettings *s, Flags *flags);
void CleanupMenuSettings(MenuSettings *s);
void InitMenu(MenuState *m);
void UpdateMenu(MenuState *m, State *state, Flags *flags);
void RenderMenu(MenuState *m, Font *font, const char *title, Flags *flags);
void CleanupMenu(MenuState *m);
Floor CreateFloor(void);
void UpdateFloor(Floor *floor);
void RenderFloor(Floor *floor);
void UnloadFloor(Floor *floor);
playerSpeedID GetPlayerSpeedID(float speed);
Player *GetPlayer(void);
void CreatePlayer(void);
void UpdatePlayer(void);
void RenderPlayer(void);
Enemies CreateEnemies(void);
void UpdateEnemies(Enemies *enemies);
void RenderEnemies(Enemies *enemies);
Birds CreateBirds(void);
void UpdateBirds(Birds *birds);
void RenderBirds(Birds *birds);
Islands CreateIslands(void);
void UpdateIslands(Islands *islands);
void RenderIslands(Islands *islands);
Projectiles CreateProjectiles(void);
void UpdateProjectiles(Projectiles *projectiles);
void RenderProjectiles(Projectiles *projectiles);
void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies);
void CheckEnemyEnemyCollisions(Enemies *enemies);
void CheckProjectileEnemyCollisions(Projectiles *projectiles, Enemies *enemies);
void InitGame(App *app);
void UpdateGame(App *app);
void RenderComponents(App *app);
void RenderGame(App *app);
void CleanupGame(App *app);
void OnEscapeChangeView(App *app, View view);
void OnWindowClosedStoppApp(App *app);
void ConfigApp(App *app);
void InitApp(App *app);
void UpdateApp(App *app);
void CleanupApp(App *app);
#endif // APPTYPES_H