libsuperderpy/src/character.h
2016-08-29 23:44:15 +02:00

87 lines
3.9 KiB
C

/*! \file character.h
* \brief Headers of character and spritesheet functions.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef LIBSUPERDERPY_CHARACTER_H
#define LIBSUPERDERPY_CHARACTER_H
#include <allegro5/allegro.h>
#include <allegro5/allegro_font.h>
#include "libsuperderpy.h"
/*! \brief Structure representing one spritesheet for character animation. */
struct Spritesheet {
char* name; /*!< Name of the spritesheet (used in file paths). */
ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */
int rows; /*!< Number of rows in the spritesheet. */
int cols; /*!< Number of columns in the spritesheet. */
int blanks; /*!< Number of blank frames at the end of the spritesheet. */
int width;
int height;
int delay;
bool kill;
float scale; /*!< Scale modifier of the frame. */
char* successor; /*!< Name of animation successor. If it's not blank, then animation will be played only once. */
struct Spritesheet* next; /*!< Next spritesheet in the queue. */
};
/*! \brief Structure representing one visible character. */
struct Character {
char* name; /*!< Name of the character (used in file paths). */
struct Spritesheet *spritesheet; /*!< Current spritesheet used by character. */
struct Spritesheet *spritesheets; /*!< List of all spritesheets registered to character. */
char* successor;
ALLEGRO_BITMAP* bitmap;
int pos; /*!< Current spritesheet position. */
int pos_tmp; /*!< A counter used to slow down spritesheet animation. */
float x; /*!< Horizontal position of character. */
float y; /*!< Vertical position of character. */
float angle; /*!< Characters display angle (radians). */
void* data; /*!< Additional, custom character data (HP etc.). */
bool shared;
bool dead;
};
void SelectSpritesheet(struct Game *game, struct Character *character, char* name);
void ChangeSpritesheet(struct Game *game, struct Character *character, char* name);
void RegisterSpritesheet(struct Game *game, struct Character *character, char* name);
void DrawCharacterF(struct Game *game, struct Character *character, ALLEGRO_COLOR tilt, int flags);
void DrawCharacter(struct Game *game, struct Character *character, ALLEGRO_COLOR tilt, int flags);
struct Character* CreateCharacter(struct Game *game, char* name);
void DestroyCharacter(struct Game *game, struct Character *character);
void LoadSpritesheets(struct Game *game, struct Character *character);
void UnloadSpritesheets(struct Game *game, struct Character *character);
void AnimateCharacter(struct Game *game, struct Character *character, float speed_modifier);
void MoveCharacter(struct Game *game, struct Character *character, float x, float y, float angle);
void MoveCharacterF(struct Game *game, struct Character *character, float x, float y, float angle);
void SetCharacterPosition(struct Game *game, struct Character *character, float x, float y, float angle);
void SetCharacterPositionF(struct Game *game, struct Character *character, float x, float y, float angle);
int GetCharacterX(struct Game *game, struct Character *character);
int GetCharacterY(struct Game *game, struct Character *character);
float GetCharacterAngle(struct Game *game, struct Character *character);
bool IsOnCharacter(struct Game *game, struct Character *character, int x, int y);
#endif