Update RRE.h

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2026-05-07 08:53:50 -04:00
parent 315689f1af
commit fe6264fb0f

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RRE.h
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#include "raylib.h" // all code was and has been written by hand by RamMunchingDev, 0 use of AI was used in the code so worry not. AI belongs no where in coding
#include "raymath.h" // This is (pre)release 0.0.1, many things will be altered, my typedefs will be put into a struct for ease of use while some may not, IE burn damage
// This is because a function would be to annoying to make with BurnTick and such so I will make a example for damaging
#ifndef RAMENG_H // even such I will move burn status to a struct
#define RAMENG_H // please be kind this is my first lib
//thats all.
//player info-stats-limbs-data-Inv
//player data for storage ⌄⌄ #include "raylib.h"
typedef struct Player { #include "raymath.h"
int x; //Player X Pos
int y; //Player y Pos #ifndef RAMENG_H
int width; //Player Width #define RAMENG_H
int height; //player height
} Player; //player info-stats-limbs-data-Inv
//player data for storage ⌄⌄
typedef struct PlayerStat { typedef struct Player {
//-- int x; //Player X Pos
//player basic stats int y; //Player y Pos
//-- int width; //Player Width
float Health; //Player Health stat int height; //player height
int Attack; //Player Attack stat } Player;
int Defense; //Player defense stat
} PlayerStat; typedef struct PlayerStat {
//--
typedef float Moral; //player Moral stat/sanity //player basic stats
typedef int Level; //Player Leveling stats / Player Level stat //--
typedef float XP; //points earned towards level // Player XP total float Health; //Player Health stat
typedef float Money; //Amount of money int Attack; //Player Attack stat
int Defense; //Player defense stat
typedef struct PlayerData { } PlayerStat;
//player movement
float Speed; //Player Speed Stat //These will be moved in to a struct soon!
float SprintSpeed; //Speed the player sprints duh typedef float Moral; //player Moral stat/sanity
float CrawlSpeed; //Speed while crawling typedef int Level; //Player Leveling stats / Player Level stat
float CrouchSpeed; //Speed while crouching typedef float XP; //points earned towards level // Player XP total
float JumpHeight; //Player jump height typedef float Money; //Amount of money
} PlayerData;
typedef struct PlayerData {
//-- //player movement
// Player status effects float Speed; //Player Speed Stat
//-- float SprintSpeed; //Speed the player sprints duh
typedef bool IsStanding; //is the player standing float CrawlSpeed; //Speed while crawling
typedef bool IsCrouching; //is the player crouched float CrouchSpeed; //Speed while crouching
typedef bool IsCrawling; //is the player crawling float JumpHeight; //Player jump height
typedef bool IsWet; //is the player Wet } PlayerData;
typedef bool IsDry; //Is the player dry
typedef bool IsBurning; //is the player burning //--
typedef bool Isinteracting; //is the player interacting with something // Player status effects
typedef bool IsBleeding; //is the player bleeding? //--
typedef bool IsBagOpen; //is the bag/inv open typedef bool IsStanding; //is the player standing
//-- typedef bool IsCrouching; //is the player crouched
//Bag typedef bool IsCrawling; //is the player crawling
//-- typedef bool IsWet; //is the player Wet
typedef int BagSlotCount; //amount of slots in bag/inv typedef bool IsDry; //Is the player dry
typedef bool IsBurning; //is the player burning
typedef struct ItemID { typedef bool Isinteracting; //is the player interacting with something
int IDNUMBER; //id number for an item typedef bool IsBleeding; //is the player bleeding?
int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT typedef bool IsBagOpen; //is the bag/inv open
} ItemID; //--
typedef int ItemSlot; //the slot of which an item is under //Bag
//--
typedef int BagSlotCount; //amount of slots in bag/inv
typedef float BurnDamage; //Amount of damage burning inflicts
typedef int BurnTime; //how long burning will last typedef struct ItemID {
typedef int BurnTick; int IDNUMBER; //id number for an item
typedef bool OnFire; int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
} ItemID;
typedef int ItemSlot; //the slot of which an item is under
//--
typedef float BleedDamage; //Damage inflicted when bleeding
typedef int BleedTick; //how long bleeding will last typedef float BurnDamage; //Amount of damage burning inflicts
//-- typedef int BurnTime; //how long burning will last
typedef float FreezeDamage; //Freezing damage typedef int BurnTick;
typedef int FreezeTime; //how long till you freeze typedef bool OnFire;
typedef struct PlayerLimb {
float HeadHP; //player Head limb health //--
float TorsoHP; //Player Torso Health typedef float BleedDamage; //Damage inflicted when bleeding
float ArmRightHP; //Player Arm Right Health typedef int BleedTick; //how long bleeding will last
float ArmLeftHP; //Player Arm Left Health //--
float PelvisHP; //Player Pelvis Health typedef float FreezeDamage; //Freezing damage
float LegLeftHP; //Player Leg Left health typedef int FreezeTime; //how long till you freeze
float LegRightHP; //Player Leg Right Health
} PlayerLimb; typedef struct PlayerLimb {
//player data for storage ^^ float HeadHP; //player Head limb health
//----------------------------------------------------------------------------------- float TorsoHP; //Player Torso Health
//Enemy data float ArmRightHP; //Player Arm Right Health
typedef struct EnemyPosition { float ArmLeftHP; //Player Arm Left Health
int x; //Enemy x pos float PelvisHP; //Player Pelvis Health
int y; //Enemy y Pos float LegLeftHP; //Player Leg Left health
int width; //Enemy width float LegRightHP; //Player Leg Right Health
int height; //Enemy Height; } PlayerLimb;
} EnemyPosition; //player data for storage ^^
//-----------------------------------------------------------------------------------
typedef struct EnemyStat { //Enemy data
float Health; //amount of health enemy has / health stat / hp typedef struct EnemyPosition {
float Attack; //Amount of damage the enemy does int x; //Enemy x pos
float Defense; //Amount of damage resisted int y; //Enemy y Pos
float Speed; //Enemy movement speed int width; //Enemy width
float XpDropped; //Xp dropped on death int height; //Enemy Height;
} EnemyStat; } EnemyPosition;
typedef bool CanBurn; //Can the enemy burn player or objects typedef struct EnemyStat {
typedef bool CanBleed; //can the enemy inflict bleeding float Health; //amount of health enemy has / health stat / hp
typedef bool CanWet; //Can the enemy make things wet... float Attack; //Amount of damage the enemy does
typedef bool IsRendered; //is enemy rendered float Defense; //Amount of damage resisted
typedef bool IsHit; //is enemy hit float Speed; //Enemy movement speed
float XpDropped; //Xp dropped on death
//----------------------------------------------------------------- } EnemyStat;
//Define states
//----------------------------------------------------------------- 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 IsLiquid; //is object a liquid typedef bool IsRendered; //is enemy rendered
typedef bool IsSolid; //is object a solid typedef bool IsHit; //is enemy hit
typedef bool IsAir; //is object air/can phase through
typedef bool IsHot; //is object able inflict burn damage //-----------------------------------------------------------------
typedef bool IsCold; //is Object cold //Define states
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 typedef bool IsLiquid; //is object a liquid
//--------------------------------------------------------------------------------- typedef bool IsSolid; //is object a solid
//Npc interactions typedef bool IsAir; //is object air/can phase through
//--------------------------------------------------------------------------------- typedef bool IsHot; //is object able inflict burn damage
typedef struct Shop { typedef bool IsCold; //is Object cold
bool IsShop; //is it a shop? typedef bool IsWet; //is object wet
bool IsShopOpen; //is the shop open? typedef bool IsDry; //is object dry, for what ever purpose
//set your own items idk anymore typedef bool IsSharp; //is object able to inflict bleed
} Shop; typedef bool IsMoving; //is object moving
//-------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
//object interactions //Npc interactions
//-------------------------------------------------------------------------------- //---------------------------------------------------------------------------------
typedef bool IsObjectHit; //is object hit typedef struct Shop {
typedef bool IsObjectDestroyed; //is object destroyed bool IsShop; //is it a shop?
typedef int ObjectHealth; //Object health, breaks on 0 bool IsShopOpen; //is the shop open?
typedef bool IsZonechange; //is object changing zone when hit/interacted //set your own items idk anymore
typedef bool CanMove; //can you move the object } Shop;
typedef bool CanInteractWithObjects; //can the object interact with other objects //--------------------------------------------------------------------------------
typedef bool IsRendered; //is object rendered //object interactions
//--------------------------------------------------------------------------------
typedef struct ObjectStat { typedef bool IsObjectHit; //is object hit
float FallDamage; //basiclly how hard will it be if you fall on it typedef bool IsObjectDestroyed; //is object destroyed
float Bounce; //how bouncy / boing boing :3 typedef int ObjectHealth; //Object health, breaks on 0
bool CanCrush; //can it crush player typedef bool IsZonechange; //is object changing zone when hit/interacted
} ObjectStat; typedef bool CanMove; //can you move the object
typedef bool CanInteractWithObjects; //can the object interact with other objects
typedef bool IsRendered; //is object rendered
typedef struct ObjectStat {
float FallDamage; //basiclly how hard will it be if you fall on it
float Bounce; //how bouncy / boing boing :3
bool CanCrush; //can it crush player
} ObjectStat;
#endif //RAMENG #endif //RAMENG