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 {
char *text; // Allocated & copied
Box2 trigger_box; // Relative
float progress; // [0.0, 1.0]
float offset; // Offset of the top of the text to its origin, usually negative
} 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);
// Hazard respawn point
typedef struct {
Box2 trigger_box;
Vec2 respawn_pos;
} misc_HazardRespawn;
// Thinker for hazard respawns
// Tracks the player & sets its respawn point
void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime);
// Misc data an entity in the map might want.
// Used as patches for quick logic like hazard respawn & textbox
typedef struct {
misc_Textbox *textbox;
misc_HazardRespawn *respawn;
Box2 *hazard; // Harms the player on contact if not null, relative
} 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);
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