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#ifndef DATA_GAME_H
#define DATA_GAME_H
#include <SDL.h>
#define MAX_RENDERLIST_SIZE 256
typedef struct {
sprite_t *sprite;
int currframe;
int animate; /* Is currently animating ? */
int x,y;
int absolute; /* 0 if level-based coords, 1 if camera-based */
int onhovercursorid;
void (*onmousebuttonevent_proc)(Uint8 button, Uint8 state, void *userptr);
} renderItem_t;
typedef struct {
/* Game frame counter */
int tick;
/* Current camera position */
int cameraX;
/* terrain & stencil
generated by paint_terrain()
update by ???() */
SDL_Surface *terrain, *stencil;
/* streamTerrain : viewable portion of terrain, in texture format
updated by render_terrain() */
sprite_t terrainSprite;
/* Render list of all in-game sprites (for batch processing)
Items are in paint order
created by buildRenderList() */
int renderListSize;
renderItem_t renderList[MAX_RENDERLIST_SIZE];
} gameState_t;
#endif /*DATA_GAME_H*/
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