feely_pona/feely_pona.h

143 lines
4.5 KiB
C

#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<TELY_AssetSpriteAnimation> 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<FP_GameShape, 4> 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<TELY_AssetSpriteAnimation> hero_sprite_anims;
TELY_AssetSpriteSheet hero_sprite_sheet;
Dqn_FArray<FP_GameEntityHandle, 8> parent_entity_stack;
Dqn_VArray<FP_GameEntity> 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;
};