// 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 // 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 // even such I will move burn status to a struct and you will need to define your own functions because im still learning how to do that sorry // please be kind this is my first lib //FUNCTIONS WILL BE ADDED CURRENTLY IT IS JUST TYPEDEF AND STRUCT, I WILL BE FIXING THAT IM JUST LEARNING HOW TO DO FUNCTIONS //thats all. //May 8th 2026 as of this file update #include "raylib.h" #include //removed Raymath of now and replaced it with bool so people do not need to include themselves #ifndef RAMENG_H #define RAMENG_H //------------------------------------------------------------------------------------------------------ //player info-stats-limbs-data-Inv //player data for storage ⌄⌄ //------------------------------------------------------------------------------------------------------ typedef struct Player { //glorrified rectangle btw int x; //Player X Pos int y; //Player y Pos int width; //Player Width int height; //player height } Player; typedef struct PlayerStat { //------------------------------ //player basic stats //------------------------------ float Health; //Player Health stat int Attack; //Player Attack stat int Defense; //Player defense stat float Money; //Amount of money } PlayerStat; typedef struct PlayerLevel { float Moral; //player Moral stat/sanity int Level; //Player Leveling stats / Player Level stat float XP; //points earned towards level // Player XP total } PlayerLevel; //------------------------------------------------------------------------------------------------------ //player movement //------------------------------------------------------------------------------------------------------ typedef struct PlayerData { float Speed; //Player Speed Stat float SprintSpeed; //Speed the player sprints duh float CrawlSpeed; //Speed while crawling float CrouchSpeed; //Speed while crouching float JumpHeight; //Player jump height } PlayerData; //------------------------------------------------------------------------------------------------------ // Player status effects //------------------------------------------------------------------------------------------------------ typedef struct PlayerStatus { bool IsStanding; //is the player standing bool IsCrouching; //is the player crouched bool IsCrawling; //is the player crawling bool IsWet; //is the player Wet bool IsDry; //Is the player dry bool IsBurning; //is the player burning bool Isinteracting; //is the player interacting with something bool IsBleeding; //is the player bleeding? } PlayerStatus; //--------------------------------------------------------------------- //Bag WIP //--------------------------------------------------------------------- typedef int BagSlotCount; //amount of slots in bag/inv typedef bool IsBagOpen; //is the bag/inv open //--------------------------------------------------------------------- //ITEM ID IS WIP //--------------------------------------------------------------------- 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 } ItemID; typedef int ItemSlot; //the slot of which an item is under //----------------------------------------------------------------------------------------------------- //Will be put under a struct "Inflicts" //------------------------------------------------------------------------------------------------------ typedef float BurnDamage; //Amount of damage burning inflicts typedef int BurnTime; //how long burning will last typedef int BurnTick; //how many ticks should go by for the damage typedef bool OnFire; //is the player on fire? //--------------- 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 //------------------------------------------------------------------------------------------------------ //PLAYER LIMB HEALTH //------------------------------------------------------------------------------------------------------ typedef struct PlayerLimb { 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 } PlayerLimb; //player data for storage ^^ //------------------------------------------------------------------------------------------------------ //Enemy data //------------------------------------------------------------------------------------------------------ typedef struct EnemyPosition { int x; //Enemy x pos int y; //Enemy y Pos int width; //Enemy width int height; //Enemy Height; } EnemyPosition; typedef struct 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 } EnemyStat; 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 //------------------------------------------------------------------------------------------------------ //Define states //------------------------------------------------------------------------------------------------------ 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 //--------------------------------------------------------------------------------- //Npc interactions //--------------------------------------------------------------------------------- //add shop here, old shop lowkey ass //-------------------------------------------------------------------------------- //object interactions (put in a struct) //-------------------------------------------------------------------------------- typedef bool IsObjectHit; //is object hit typedef bool IsObjectDestroyed; //is object destroyed typedef int ObjectHealth; //Object health, breaks on 0 typedef bool IsZonechange; //is object changing zone when hit/interacted 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