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#define BULLET_SIZE 2
#define ENTITY_SIZE 8
typedef struct {
vec2 pos;
vec2 size;
vec2 vel;
} Body;
typedef struct {
enum {
EPLAYER,
EGHOST,
EBULLET,
LASTEntity,
} type;
bool active;
Body body;
float time;
float life;
bool alive;
} Entity;
typedef struct {
Entity *self;
Entity *target;
} EntityCollision;
typedef void (EntityCollisionProc)(Entity *self, Entity *other);
typedef void (EntityUpdateProc)(Entity *self, float delta);
void entphysics(float delta);
void entupdate(float delta);
void entinit(void);
void enqcoll(EntityCollision *c);
EntityCollision *deqcoll(void);
Entity *allocentity(void);
void freeentity(Entity *);
void entrestart(void);
extern Entity entitybuffer[2048];
extern int ebufi;
extern char map_data[];
extern int map_width, map_height;
extern float player_x, player_y;
extern int ghostcount;
extern float ghostpositions[][2];
extern Entity *player;
extern bool shot;
extern int shotx, shoty;
extern bool moveleft, moveright, moveup, movedown;
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