Files
sinbad/include/appTypes.h
T

260 lines
4.7 KiB
C

#ifndef APPTYPES_H
#define APPTYPES_H
//INCLUDES//
#include <raylib.h>
#include <engine.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
{
FLYING,
BIRDS_TEX_COUNT
} birdsTextureID;
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 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 struct {
Sprite sprite;
Animation animation;
Physics physics;
} Birds;
typedef struct {
Sprite sprite;
Animation animation;
Physics physics;
} Islands;
typedef struct
{
Assets assets;
PostProcessing postFX[SHADER_COUNT];
Soundtrack soundtracks[SOUNDTRACK_COUNT];
RenderTexture2D target;
Floor floor;
Birds birds;
Islands islands;
Mouse mouse;
Image image;
} GameState;
typedef struct {
View currentView;
bool running;
bool gameStarted;
} State;
typedef struct {
bool showFPS;
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, 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);
Birds CreateBirds(void);
void UpdateBirds(Birds *birds);
void RenderBirds(Birds *birds);
Islands CreateIslands(void);
void UpdateIslands(Islands *islands);
void RenderIslands(Islands *islands);
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