#if defined(__clang__) #pragma once #include "feely_pona_unity.h" #endif enum FP_EntityFlag { FP_EntityFlag_Clickable = 1 << 0, FP_EntityFlag_MoveByKeyboard = 1 << 1, FP_EntityFlag_MoveByMouse = 1 << 2, FP_EntityFlag_DrawHitBox = 1 << 3, FP_EntityFlag_DeriveHitBoxFromChildrenBoundingBox = 1 << 4, }; enum FP_GameShapeType { FP_GameShapeType_None, FP_GameShapeType_Circle, FP_GameShapeType_Rect, FP_GameShapeType_Line, }; struct FP_GameShape { FP_GameShapeType type; Dqn_V2 p1; Dqn_V2 p2; Dqn_V4 colour; Dqn_f32 line_thickness; Dqn_f32 circle_radius; TELY_RenderShapeMode render_mode; }; const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MASK = 0xFFFF'0000'0000'0000; const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT = 48; const uint64_t FP_GAME_ENTITY_HANDLE_GENERATION_MAX = FP_GAME_ENTITY_HANDLE_GENERATION_MASK >> FP_GAME_ENTITY_HANDLE_GENERATION_RSHIFT; const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MASK = 0x0000'FFFF'FFFF'FFFF; const uint64_t FP_GAME_ENTITY_HANDLE_INDEX_MAX = FP_GAME_ENTITY_HANDLE_INDEX_MASK - 1; struct FP_GameEntityHandle { uint64_t id; }; enum FP_GameEntityState { FP_GameEntityState_Nil, FP_GameEntityState_Idle, FP_GameEntityState_Attack, FP_GameEntityState_Run, }; struct FP_GameEntityAnimation { uint16_t index; uint16_t frame; uint16_t ticks; uint16_t ticks_per_frame; }; struct FP_GameWaypoint { Dqn_V2I pos; FP_GameWaypoint *next; FP_GameWaypoint *prev; }; struct FP_GameEntity { Dqn_String8 name; FP_GameEntityHandle handle; TELY_AssetSpriteSheet *sprite_sheet; Dqn_Slice sprite_anims; Dqn_V2 size_scale; FP_GameEntityAnimation anim; FP_GameEntityState state; Dqn_V2 velocity; FP_GameEntityHandle stalk_entity; Dqn_V2I stalk_entity_last_known_tile; FP_GameWaypoint *waypoints; // NOTE: The entity hit box is positioned at the center of the entity. Dqn_V2 local_hit_box_size; Dqn_V2 local_hit_box_offset; Dqn_V2 attack_box_size; Dqn_V2 attack_box_offset; uint64_t flags; bool facing_left; Dqn_V2 local_pos; Dqn_f64 alive_time_s; Dqn_FArray shapes; FP_GameEntity *next; FP_GameEntity *prev; FP_GameEntity *first_child; FP_GameEntity *last_child; FP_GameEntity *parent; }; struct FP_GameEntityIterator { bool init; Dqn_usize iteration_count; FP_GameEntity *entity; FP_GameEntity *last_visited; FP_GameEntity *entity_parent; FP_GameEntity *entity_next; FP_GameEntity *entity_first_child; }; struct FP_GameCamera { Dqn_V2 world_pos; Dqn_f32 rotate_rads; Dqn_V2 scale; }; struct FP_Game { TELY_ChunkPool *chunk_pool; TELY_AssetFontHandle inter_regular_font; TELY_AssetFontHandle inter_italic_font; TELY_AssetFontHandle jetbrains_mono_font; TELY_AssetAudioHandle test_audio; Dqn_Slice hero_sprite_anims; TELY_AssetSpriteSheet hero_sprite_sheet; Dqn_FArray parent_entity_stack; Dqn_VArray entities; FP_GameEntity *root_entity; FP_GameEntity *entity_free_list; FP_GameEntityHandle clicked_entity; FP_GameEntityHandle hot_entity; FP_GameEntityHandle active_entity; FP_GameEntityHandle prev_clicked_entity; FP_GameEntityHandle prev_hot_entity; FP_GameEntityHandle prev_active_entity; FP_GameCamera camera; };