Update RRE.h
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RRE.h
300
RRE.h
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#include "raylib.h"
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// 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
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#include "raymath.h"
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// 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
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// This is because a function would be to annoying to make with BurnTick and such so I will make a example for damaging
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#ifndef RAMENG_H
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// even such I will move burn status to a struct
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#define RAMENG_H
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// please be kind this is my first lib
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//thats all.
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//player info-stats-limbs-data-Inv
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//player data for storage ⌄⌄
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#include "raylib.h"
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typedef struct Player {
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#include "raymath.h"
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int x; //Player X Pos
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int y; //Player y Pos
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#ifndef RAMENG_H
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int width; //Player Width
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#define RAMENG_H
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int height; //player height
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} Player;
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//player info-stats-limbs-data-Inv
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//player data for storage ⌄⌄
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typedef struct PlayerStat {
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typedef struct Player {
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//--
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int x; //Player X Pos
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//player basic stats
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int y; //Player y Pos
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//--
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int width; //Player Width
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float Health; //Player Health stat
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int height; //player height
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int Attack; //Player Attack stat
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} Player;
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int Defense; //Player defense stat
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} PlayerStat;
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typedef struct PlayerStat {
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//--
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typedef float Moral; //player Moral stat/sanity
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//player basic stats
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typedef int Level; //Player Leveling stats / Player Level stat
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//--
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typedef float XP; //points earned towards level // Player XP total
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float Health; //Player Health stat
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typedef float Money; //Amount of money
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int Attack; //Player Attack stat
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int Defense; //Player defense stat
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typedef struct PlayerData {
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} PlayerStat;
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//player movement
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float Speed; //Player Speed Stat
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//These will be moved in to a struct soon!
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float SprintSpeed; //Speed the player sprints duh
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typedef float Moral; //player Moral stat/sanity
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float CrawlSpeed; //Speed while crawling
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typedef int Level; //Player Leveling stats / Player Level stat
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float CrouchSpeed; //Speed while crouching
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typedef float XP; //points earned towards level // Player XP total
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float JumpHeight; //Player jump height
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typedef float Money; //Amount of money
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} PlayerData;
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typedef struct PlayerData {
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//--
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//player movement
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// Player status effects
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float Speed; //Player Speed Stat
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//--
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float SprintSpeed; //Speed the player sprints duh
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typedef bool IsStanding; //is the player standing
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float CrawlSpeed; //Speed while crawling
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typedef bool IsCrouching; //is the player crouched
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float CrouchSpeed; //Speed while crouching
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typedef bool IsCrawling; //is the player crawling
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float JumpHeight; //Player jump height
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typedef bool IsWet; //is the player Wet
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} PlayerData;
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typedef bool IsDry; //Is the player dry
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typedef bool IsBurning; //is the player burning
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//--
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typedef bool Isinteracting; //is the player interacting with something
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// Player status effects
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typedef bool IsBleeding; //is the player bleeding?
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//--
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typedef bool IsBagOpen; //is the bag/inv open
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typedef bool IsStanding; //is the player standing
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//--
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typedef bool IsCrouching; //is the player crouched
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//Bag
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typedef bool IsCrawling; //is the player crawling
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//--
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typedef bool IsWet; //is the player Wet
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typedef int BagSlotCount; //amount of slots in bag/inv
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typedef bool IsDry; //Is the player dry
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typedef bool IsBurning; //is the player burning
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typedef struct ItemID {
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typedef bool Isinteracting; //is the player interacting with something
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int IDNUMBER; //id number for an item
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typedef bool IsBleeding; //is the player bleeding?
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int ID_SLOT; //which number slot this item is in IE: ItemSlot 1 = ID_SLOT
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typedef bool IsBagOpen; //is the bag/inv open
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} ItemID;
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//--
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typedef int ItemSlot; //the slot of which an item is under
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//Bag
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//--
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typedef int BagSlotCount; //amount of slots in bag/inv
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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 struct ItemID {
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typedef int BurnTick;
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int IDNUMBER; //id number for an item
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typedef bool OnFire;
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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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typedef int ItemSlot; //the slot of which an item is under
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//--
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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 float BurnDamage; //Amount of damage burning inflicts
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//--
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typedef int BurnTime; //how long burning will last
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typedef float FreezeDamage; //Freezing damage
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typedef int BurnTick;
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typedef int FreezeTime; //how long till you freeze
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typedef bool OnFire;
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typedef struct PlayerLimb {
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float HeadHP; //player Head limb health
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//--
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float TorsoHP; //Player Torso Health
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typedef float BleedDamage; //Damage inflicted when bleeding
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float ArmRightHP; //Player Arm Right Health
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typedef int BleedTick; //how long bleeding will last
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float ArmLeftHP; //Player Arm Left Health
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//--
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float PelvisHP; //Player Pelvis Health
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typedef float FreezeDamage; //Freezing damage
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float LegLeftHP; //Player Leg Left health
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typedef int FreezeTime; //how long till you freeze
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float LegRightHP; //Player Leg Right Health
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} PlayerLimb;
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typedef struct PlayerLimb {
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//player data for storage ^^
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float HeadHP; //player Head limb health
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//-----------------------------------------------------------------------------------
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float TorsoHP; //Player Torso Health
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//Enemy data
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float ArmRightHP; //Player Arm Right Health
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typedef struct EnemyPosition {
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float ArmLeftHP; //Player Arm Left Health
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int x; //Enemy x pos
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float PelvisHP; //Player Pelvis Health
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int y; //Enemy y Pos
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float LegLeftHP; //Player Leg Left health
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int width; //Enemy width
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float LegRightHP; //Player Leg Right Health
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int height; //Enemy Height;
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} PlayerLimb;
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} EnemyPosition;
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//player data for storage ^^
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//-----------------------------------------------------------------------------------
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typedef struct EnemyStat {
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//Enemy data
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float Health; //amount of health enemy has / health stat / hp
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typedef struct EnemyPosition {
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float Attack; //Amount of damage the enemy does
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int x; //Enemy x pos
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float Defense; //Amount of damage resisted
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int y; //Enemy y Pos
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float Speed; //Enemy movement speed
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int width; //Enemy width
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float XpDropped; //Xp dropped on death
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int height; //Enemy Height;
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} EnemyStat;
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} EnemyPosition;
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typedef bool CanBurn; //Can the enemy burn player or objects
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typedef struct EnemyStat {
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typedef bool CanBleed; //can the enemy inflict bleeding
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float Health; //amount of health enemy has / health stat / hp
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typedef bool CanWet; //Can the enemy make things wet...
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float Attack; //Amount of damage the enemy does
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typedef bool IsRendered; //is enemy rendered
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float Defense; //Amount of damage resisted
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typedef bool IsHit; //is enemy hit
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float Speed; //Enemy movement speed
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float XpDropped; //Xp dropped on death
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//-----------------------------------------------------------------
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} EnemyStat;
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//Define states
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//-----------------------------------------------------------------
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typedef bool CanBurn; //Can the enemy burn player or objects
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typedef bool CanBleed; //can the enemy inflict bleeding
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typedef bool CanWet; //Can the enemy make things wet...
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typedef bool IsLiquid; //is object a liquid
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typedef bool IsRendered; //is enemy rendered
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typedef bool IsSolid; //is object a solid
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typedef bool IsHit; //is enemy hit
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typedef bool IsAir; //is object air/can phase through
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typedef bool IsHot; //is object able inflict burn damage
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//-----------------------------------------------------------------
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typedef bool IsCold; //is Object cold
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//Define states
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typedef bool IsWet; //is object wet
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//-----------------------------------------------------------------
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typedef bool IsDry; //is object dry, for what ever purpose
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typedef bool IsSharp; //is object able to inflict bleed
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typedef bool IsMoving; //is object moving
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typedef bool IsLiquid; //is object a liquid
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//---------------------------------------------------------------------------------
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typedef bool IsSolid; //is object a solid
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//Npc interactions
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typedef bool IsAir; //is object air/can phase through
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//---------------------------------------------------------------------------------
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typedef bool IsHot; //is object able inflict burn damage
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typedef struct Shop {
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typedef bool IsCold; //is Object cold
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bool IsShop; //is it a shop?
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typedef bool IsWet; //is object wet
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bool IsShopOpen; //is the shop open?
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typedef bool IsDry; //is object dry, for what ever purpose
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//set your own items idk anymore
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typedef bool IsSharp; //is object able to inflict bleed
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} Shop;
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typedef bool IsMoving; //is object moving
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//--------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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//object interactions
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//Npc interactions
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//--------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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typedef bool IsObjectHit; //is object hit
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typedef struct Shop {
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typedef bool IsObjectDestroyed; //is object destroyed
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bool IsShop; //is it a shop?
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typedef int ObjectHealth; //Object health, breaks on 0
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bool IsShopOpen; //is the shop open?
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typedef bool IsZonechange; //is object changing zone when hit/interacted
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//set your own items idk anymore
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typedef bool CanMove; //can you move the object
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} Shop;
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typedef bool CanInteractWithObjects; //can the object interact with other objects
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//--------------------------------------------------------------------------------
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typedef bool IsRendered; //is object rendered
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//object interactions
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//--------------------------------------------------------------------------------
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typedef struct ObjectStat {
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typedef bool IsObjectHit; //is object hit
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float FallDamage; //basiclly how hard will it be if you fall on it
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typedef bool IsObjectDestroyed; //is object destroyed
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float Bounce; //how bouncy / boing boing :3
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typedef int ObjectHealth; //Object health, breaks on 0
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bool CanCrush; //can it crush player
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typedef bool IsZonechange; //is object changing zone when hit/interacted
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} ObjectStat;
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typedef bool CanMove; //can you move the object
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typedef bool CanInteractWithObjects; //can the object interact with other objects
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typedef bool IsRendered; //is object rendered
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typedef struct ObjectStat {
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float FallDamage; //basiclly how hard will it be if you fall on it
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float Bounce; //how bouncy / boing boing :3
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bool CanCrush; //can it crush player
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} ObjectStat;
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#endif //RAMENG
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#endif //RAMENG
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