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#ifndef components_h
#define components_h

#include "animation.h"
#include "asset.h"
#include "rect.h"

/* Components are POD. If you put a pointer in one of these,
 * you're a dumb poo poo head. */

/* I should probably make a velocity component because it's
 * duplicated a bit. Eh. */

typedef struct {
	int x, y;
} CPosition;

typedef struct {
	Asset_ID id;
	Rectangle rect;
} CSprite;

typedef struct {
	Animation_ID id;

	int frame;
	int timer;
} CAnimated;

typedef struct {
	int life;
	int vx, vy;
} CBullet;

typedef struct {
	int hp;
	int backpedal;
	int shoot_timer;
	int being_damaged;
} CEnemy;

typedef struct {
	int vx, vy;
} CDebris;

typedef struct {
	int x, y, w, h;
} CCollider;

typedef enum {
	ctype_sprite               = 1 << 0,
	ctype_position             = 1 << 1,
	ctype_animated             = 1 << 2,
	ctype_bullet               = 1 << 3,
	ctype_player_bullet        = 1 << 4,
	ctype_enemy_bullet         = 1 << 5,
	ctype_enemy                = 1 << 6,
	ctype_skull                = 1 << 7,
	ctype_debris               = 1 << 8,
	ctype_collider             = 1 << 9,
	ctype_player               = 1 << 10,
	ctype_destroy_on_anim_done = 1 << 11,
	ctype_solid                = 1 << 12,
	ctype_moveable             = 1 << 13,
	ctype_spawner              = 1 << 14
} CType;

#endif