JacksEscape/mapper_misc.h

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#pragma once
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct _App App;
typedef struct _Entity Entity;
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#define MISC_TEXTBOX_FADEIN_SPEED 6.0 // Fades in/out in 1/6 seconds
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// A textbox that shows itself when the player is close
typedef struct {
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char *text; // Allocated & copied
float progress; // [0.0, 1.0]
float offset; // Offset of the top of the text to its origin, usually negative
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} misc_Textbox;
// Thinker for textboxes
// Tracks the player & see if they're in the box
void misc_thinker_Textbox(App *app, Entity *e, Duration deltaTime);
// Render callback for textboxes
void misc_render_Textbox(App *app, Entity *e, Vec2 entity_screen_pos, void *user);
// Thinker for hazard respawns
// Tracks the player & sets its respawn point
void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime);
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// Thinker for hazard areas
// Tracks the player & harms on contact
void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime);
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// Thinker for tolive
// Kills itself after some time
void misc_thinker_ToLive(App *app, Entity *e, Duration deltaTime);
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// Thinker for level transition
void misc_thinker_ChangeLevel(App *app, Entity *e, Duration deltaTime);
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// Thinker for camera focus
void misc_thinker_CameraFocus(App *app, Entity *e, Duration deltaTime);
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typedef enum {
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misc_Hazard = 1 << 0, // Hazard, harms the player on contact
misc_CameraFocus = 1 << 1, // Camera focuses the center of the box when player's pos is in the box
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} misc_TriggerFlags;
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// Misc data an entity in the map might want.
// Used as patches for quick logic like hazard respawn & textbox
typedef struct {
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Box2 trigger; // Relative to Position if exists; absolute otherwise
misc_TriggerFlags trigger_flags;
misc_Textbox *textbox;
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Vec2 *respawn_pos; // Set hazard respawn trigger
char *change_level; // Change level
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TimePoint tolive; // Deletes itself after this time if it is not 0
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} Component_Misc;
// Deletes everything nested in misc, and then itself.
void misc_DeleteComponent(Component_Misc *misc);
// Inserts the required components for a textbox.
// Creates misc + render components & sets the thinker.
void misc_InstantiateTextbox(App *app, Entity *e, const char *text, Box2 trigger_box, float offset);
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// Inserts the components for a hazard respawn area.
// Creates misc & sets the thinker.
void misc_InstantiateHazardRespawn(App *app, Entity *e, Box2 trigger_box, Vec2 respawn_pos);
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// Inserts the components for a hazard harming area.
// Creates misc & sets the thinker.
void misc_InstantiateHazard(App *app, Entity *e, Box2 trigger_box);
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// Inserts the components for the entity to kill itself after some time.
// Creates misc & sets the thinker.
//
// You would normally want to set duration to a fixed amount,
// and since to time_Now().
void misc_InstantiateToLive(App *app, Entity *e, Duration duration, TimePoint since);
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// Inserts components for change level
// Creates misc & the thinker.
void misc_InstantiateChangeLevel(App *app, Entity *e, Box2 trigger_box, const char *next_level);
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// Inserts components for camera focus box
// Creates misc & thinker
void misc_InstantiateCameraFocus(App *app, Entity *e, Box2 trigger_box);
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static inline Box2 misc_TextboxUpright(double width, double height) {
Box2 b = {
.lefttop = {
.x = -width / 2.0,
.y = -height},
.size = {.x = width, .y = height}};
return b;
}
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#ifdef __cplusplus
}
#endif