ADDED FIRST CHANGELOG

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2026-05-06 22:11:12 -04:00
parent 0661d663d2
commit 8b9ed495f6

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README.md
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blank #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