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moar documentation
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6 changed files with 27 additions and 5 deletions
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/*! \file allegro_utils.c
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* \brief Helper functions for Allegro.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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/*! \file allegro_utils.h
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* \brief Headers of helper functions for Allegro.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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@ -74,6 +74,7 @@ struct Obstacle {
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struct Obstacle *next; /*!< Next obstacle on the list. */
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};
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/*! \brief Structure representing one spritesheet animation of Derpy. */
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struct Spritesheet {
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char* name; /*!< Readable name of the spritesheet. */
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ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */
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/*! \file level.c
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* \brief Playable Level code.
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/*! \file moonwalk.c
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* \brief Moonwalk Level placeholder code.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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/*! \file level.h
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* \brief Playable Level headers.
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/*! \file moonwalk.h
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* \brief Moonwalk Level placeholder headers.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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@ -26,4 +26,4 @@ void Moonwalk_Unload(struct Game *game);
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void Moonwalk_Load(struct Game *game);
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int Moonwalk_Keydown(struct Game *game, ALLEGRO_EVENT *ev);
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void Moonwalk_UnloadBitmaps(struct Game *game);
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void Moonwalk_PreloadBitmaps(struct Game *game);
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void Moonwalk_PreloadBitmaps(struct Game *game);
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#include "main.h"
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/*! \brief State of the TM_Action. */
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enum TM_ActionState {
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TM_ACTIONSTATE_INIT,
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TM_ACTIONSTATE_RUNNING,
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TM_ACTIONSTATE_DESTROY
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};
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/*! \brief Arguments for TM_Action. */
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struct TM_Arguments {
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void *value;
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struct TM_Arguments *next;
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};
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/*! \brief Timeline action. */
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struct TM_Action {
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bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState);
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struct TM_Arguments *arguments;
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char* name;
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};
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/*! \brief Init timeline. */
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void TM_Init(struct Game* game);
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/*! \brief Process current timeline actions. */
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void TM_Process();
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/*! \brief Handle timer events. */
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void TM_HandleEvent(ALLEGRO_EVENT *ev);
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/*! \brief Add new action to main queue. */
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struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name);
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/*! \brief Add new action to background queue. */
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struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
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/*! \brief Add new action to main queue, which adds specified action into background queue. */
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struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
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/*! \brief Add delay to main queue. */
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void TM_AddDelay(float delay);
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/*! \brief Pause timers. */
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void TM_Pause(bool pause);
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/*! \brief Destroy timeline. */
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void TM_Destroy();
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/*! \brief Add data to TM_Arguments queue. */
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg);
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/*! \brief Destroy TM_Arguments queue. */
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void TM_DestroyArgs(struct TM_Arguments* args);
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/*! \brief Check if timeline is initialised. */
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bool TM_Initialized();
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