From 8b9ed495f618087d8c73e45b662d37d848f81560 Mon Sep 17 00:00:00 2001 From: DeadFox Date: Wed, 6 May 2026 22:11:12 -0400 Subject: [PATCH] ADDED FIRST CHANGELOG --- README.md | 135 +++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 134 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 5155298..203877f 100644 --- a/README.md +++ b/README.md @@ -1 +1,134 @@ -blank \ No newline at end of file +#Rams Raylib Engine +currently a wip please check back + +PRERELASE: 0.0.1 +ADD/CHANGE LOG: +*ADDED >struct PlayerStat >> can define Health, Player Damage, Defense +*ADDED >Struct Player >> defined as a barebone rectangle +*ADDED > typedef float Moral +*ADDED > typedef int Level +*ADDED > typedef float XP +*ADDED > typedef float Money + +*ADDED > typedef struct PlayerData >> +added under PlayerData: +float Speed, +float SprintSpeed, +float CrawlSpeed, +float CrouchSpeed, +float JumpHeight, + +//-- +Player status effects +--// + + typedef bool IsStanding; //is the player standing + + typedef bool IsCrouching; //is the player crouched + + typedef bool IsCrawling; //is the player crawling + + typedef bool IsWet; //is the player Wet + + typedef bool IsDry; //Is the player dry + + typedef bool IsBurning; //is the player burning + + typedef bool Isinteracting; //is the player interacting with something + + typedef bool IsBleeding; //is the player bleeding? + + typedef float BurnDamage; //Amount of damage burning inflicts + + typedef int BurnTime; PART A FOR BURNING CALC + + typedef int BurnTick; PART B FOR BURNING CALC + + typedef bool OnFire; PART C FOR BURNIGN CALC + + typedef float BleedDamage; //Damage inflicted when bleeding + + typedef int BleedTick; //how long bleeding will last + + typedef float FreezeDamage; //Freezing damage + + typedef int FreezeTime; //how long till you freeze + + typedef bool IsBagOpen; //is the bag/inv open + +//-- ITEM ID --\\\ +typedef struct ItemID + + int IDNUMBER; //id number for an item + + int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT + +//--- PLAYERLIMBS --\\\ + + float HeadHP; //player Head limb health + + float TorsoHP; //Player Torso Health + + float ArmRightHP; //Player Arm Right Health + + float ArmLeftHP; //Player Arm Left Health + + float PelvisHP; //Player Pelvis Health + + float LegLeftHP; //Player Leg Left health + + float LegRightHP; //Player Leg Right Health + +//--- EnemyPosition --\\\ + + int x; //Enemy x pos + + int y; //Enemy y Pos + + int width; //Enemy width + + int height; //Enemy Height; + +//--- ENEMYSTAT ---\\\ + + float Health; //amount of health enemy has / health stat / hp + + float Attack; //Amount of damage the enemy does + + float Defense; //Amount of damage resisted + + float Speed; //Enemy movement speed + + float XpDropped; //Xp dropped on death + + //----\\ + + Typedef bool CanBurn; //Can the enemy burn player or objects + + typedef bool CanBleed; //can the enemy inflict bleeding + + typedef bool CanWet; //Can the enemy make things wet... + + typedef bool IsRendered; //is enemy rendered + + typedef bool IsHit; //is enemy hit + +//--- OBJECT STATUS ---\\\ + + typedef bool IsLiquid; //is object a liquid + + typedef bool IsSolid; //is object a solid + + typedef bool IsAir; //is object air/can phase through + + typedef bool IsHot; //is object able inflict burn damage + + typedef bool IsCold; //is Object cold + + typedef bool IsWet; //is object wet + + typedef bool IsDry; //is object dry, for what ever purpose + + typedef bool IsSharp; //is object able to inflict bleed + + typedef bool IsMoving; //is object moving