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65 lines
1.7 KiB
C
65 lines
1.7 KiB
C
#ifndef PLAYER_H
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#define PLAYER_H
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/* The size of the player. */
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#ifdef FXCG50
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#define P_WIDTH 16
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#define P_HEIGHT 16
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#else
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#define P_WIDTH 8
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#define P_HEIGHT 8
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#endif
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/* SPEED should NOT be 8 or bigger: it this may cause bugs when handling
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* collisions! */
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#define SPEED PXSIZE*2
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#include <stdbool.h>
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#include "mapstruct.h"
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#include "memory.h"
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/* The direction where the player is going to. */
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typedef enum {
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D_UP,
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D_DOWN,
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D_LEFT,
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D_RIGHT
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} Direction;
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typedef enum {
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P_LEFTUP = -1,
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P_CENTER = 0,
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P_RIGHTDOWN = 1
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} Checkpos;
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/* Struct that define player parameters */
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typedef struct {
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int x, y; /* The position of the player */
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unsigned char px, py; /* The position of the player on screen */
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unsigned short int life; /* How many lives the player still has between 0
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* and 100. */
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char speed; /* The speed of the movement of the player. */
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} Player;
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/* Draws the player player. This function should be called after drawing the
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* map! */
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void player_draw(Player *player);
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/* Move the player player in the direction direction. */
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void player_move(Map *map_level, Player *player, Direction direction);
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/* (Mibi88) TODO: Describe this function please, I've no idea what she's for! */
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void player_action(Player *player);
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/* Check if the player is in collision with the map or a NPC. Checkpos is used
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* to check the axis where the player is not moving. */
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bool player_collision(Map *map_level, Player *player, Direction direction,
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Checkpos nomov_axis_check);
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/* Fix the position of the player so that he's not a bit inside of a hard block
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* after a collision. */
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void player_fix_position(Player *player, bool fix_x, bool fix_y);
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#endif
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