Update RRE_PreRelease.h
This commit is contained in:
@@ -6,13 +6,15 @@
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//thats all.
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//thats all.
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdbool.h>
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#ifndef RAMENG_H
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#ifndef RAMENG_H
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#define RAMENG_H
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#define RAMENG_H
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//------------------------------------------------------------------------------------------------------
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//player info-stats-limbs-data-Inv
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//player info-stats-limbs-data-Inv
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//player data for storage ⌄⌄
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//player data for storage ⌄⌄
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//------------------------------------------------------------------------------------------------------
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typedef struct Player {
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typedef struct Player {
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int x; //Player X Pos
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int x; //Player X Pos
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int y; //Player y Pos
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int y; //Player y Pos
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@@ -21,9 +23,9 @@ typedef struct Player {
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} Player;
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} Player;
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typedef struct PlayerStat {
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typedef struct PlayerStat {
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//--
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//------------------------------
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//player basic stats
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//player basic stats
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//--
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//------------------------------
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float Health; //Player Health stat
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float Health; //Player Health stat
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int Attack; //Player Attack stat
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int Attack; //Player Attack stat
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int Defense; //Player defense stat
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int Defense; //Player defense stat
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@@ -35,8 +37,10 @@ typedef int Level; //Player Leveling stats / Player Level stat
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typedef float XP; //points earned towards level // Player XP total
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typedef float XP; //points earned towards level // Player XP total
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typedef float Money; //Amount of money
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typedef float Money; //Amount of money
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typedef struct PlayerData {
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//------------------------------------------------------------------------------------------------------
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//player movement
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//player movement
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//------------------------------------------------------------------------------------------------------
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typedef struct PlayerData {
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float Speed; //Player Speed Stat
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float Speed; //Player Speed Stat
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float SprintSpeed; //Speed the player sprints duh
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float SprintSpeed; //Speed the player sprints duh
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float CrawlSpeed; //Speed while crawling
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float CrawlSpeed; //Speed while crawling
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@@ -44,9 +48,9 @@ typedef struct PlayerData {
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float JumpHeight; //Player jump height
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float JumpHeight; //Player jump height
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} PlayerData;
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} PlayerData;
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//--
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//------------------------------------------------------------------------------------------------------
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// Player status effects
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// Player status effects
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//--
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////------------------------------------------------------------------------------------------------------
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typedef bool IsStanding; //is the player standing
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typedef bool IsStanding; //is the player standing
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typedef bool IsCrouching; //is the player crouched
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typedef bool IsCrouching; //is the player crouched
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typedef bool IsCrawling; //is the player crawling
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typedef bool IsCrawling; //is the player crawling
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@@ -56,31 +60,38 @@ typedef bool IsBurning; //is the player burning
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typedef bool Isinteracting; //is the player interacting with something
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typedef bool Isinteracting; //is the player interacting with something
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typedef bool IsBleeding; //is the player bleeding?
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typedef bool IsBleeding; //is the player bleeding?
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typedef bool IsBagOpen; //is the bag/inv open
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typedef bool IsBagOpen; //is the bag/inv open
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//--
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//Bag
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//---------------------------------------------------------------------
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//--
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//Bag WIP
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//---------------------------------------------------------------------
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typedef int BagSlotCount; //amount of slots in bag/inv
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typedef int BagSlotCount; //amount of slots in bag/inv
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//---------------------------------------------------------------------
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//ITEM ID IS WIP
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//---------------------------------------------------------------------
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typedef struct ItemID {
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typedef struct ItemID {
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int IDNUMBER; //id number for an item
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int IDNUMBER; //id number for an item
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int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
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int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
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} ItemID;
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} ItemID;
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typedef int ItemSlot; //the slot of which an item is under
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typedef int ItemSlot; //the slot of which an item is under
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//-----------------------------------------------------------------------------------------------------
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//Will be put under a struct "Inflicts"
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//------------------------------------------------------------------------------------------------------
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typedef float BurnDamage; //Amount of damage burning inflicts
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typedef float BurnDamage; //Amount of damage burning inflicts
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typedef int BurnTime; //how long burning will last
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typedef int BurnTime; //how long burning will last
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typedef int BurnTick;
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typedef int BurnTick; //how many ticks should go by for the damage
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typedef bool OnFire;
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typedef bool OnFire; //is the player on fire?
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//---------------
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//--
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typedef float BleedDamage; //Damage inflicted when bleeding
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typedef float BleedDamage; //Damage inflicted when bleeding
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typedef int BleedTick; //how long bleeding will last
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typedef int BleedTick; //how long bleeding will last
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//--
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//---------------
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typedef float FreezeDamage; //Freezing damage
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typedef float FreezeDamage; //Freezing damage
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typedef int FreezeTime; //how long till you freeze
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typedef int FreezeTime; //how long till you freeze
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//------------------------------------------------------------------------------------------------------
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//PLAYER LIMB HEALTH
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//------------------------------------------------------------------------------------------------------
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typedef struct PlayerLimb {
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typedef struct PlayerLimb {
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float HeadHP; //player Head limb health
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float HeadHP; //player Head limb health
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float TorsoHP; //Player Torso Health
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float TorsoHP; //Player Torso Health
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@@ -91,8 +102,10 @@ typedef struct PlayerLimb {
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float LegRightHP; //Player Leg Right Health
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float LegRightHP; //Player Leg Right Health
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} PlayerLimb;
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} PlayerLimb;
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//player data for storage ^^
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//player data for storage ^^
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//-----------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------------------------
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//Enemy data
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//Enemy data
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//------------------------------------------------------------------------------------------------------
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typedef struct EnemyPosition {
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typedef struct EnemyPosition {
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int x; //Enemy x pos
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int x; //Enemy x pos
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int y; //Enemy y Pos
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int y; //Enemy y Pos
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@@ -114,11 +127,9 @@ typedef bool CanWet; //Can the enemy make things wet...
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typedef bool IsRendered; //is enemy rendered
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typedef bool IsRendered; //is enemy rendered
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typedef bool IsHit; //is enemy hit
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typedef bool IsHit; //is enemy hit
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//-----------------------------------------------------------------
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//------------------------------------------------------------------------------------------------------
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//Define states
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//Define states
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//-----------------------------------------------------------------
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//------------------------------------------------------------------------------------------------------
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typedef bool IsLiquid; //is object a liquid
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typedef bool IsLiquid; //is object a liquid
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typedef bool IsSolid; //is object a solid
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typedef bool IsSolid; //is object a solid
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typedef bool IsAir; //is object air/can phase through
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typedef bool IsAir; //is object air/can phase through
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