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akbasic/examples/galaga/galaga.h

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/**
* @file galaga.h
* @brief Shared declarations for the GALAGA embedding example.
*
* The engine is C on libakgl; the enemies think in BASIC. Everything the two
* sides share crosses in exactly one place: the three structures below, which
* script.c registers as host types so a script reads and writes them directly.
* docs/20-tutorial-galaga.md and docs/21-tutorial-galaga-enemies.md build this
* program from an empty file; the split between files follows the split
* between chapters.
*/
#ifndef _GALAGA_H_
#define _GALAGA_H_
#include <stdbool.h>
#include <stdint.h>
#include <akerror.h>
#include <akgl/actor.h>
/* ------------------------------------------------------------- geometry --- */
/*
* The view is sized to the artwork rather than the other way round: the Kenney
* sprites are ~100 pixels wide, libakgl has no way to draw a sprite smaller
* than it is (akgl_Actor.scale is overwritten every frame -- libakgl
* docs/12-actors.md), and a ten-column formation of them needs 1120 pixels.
*/
#define GALAGA_VIEW_WIDTH 1280
#define GALAGA_VIEW_HEIGHT 960
#define GALAGA_FORM_COLUMNS 10 /* formation width, in slots */
#define GALAGA_FORM_LEFT 136 /* x of column 0, map pixels */
#define GALAGA_FORM_TOP 120 /* y of row 0, map pixels */
#define GALAGA_COL_PITCH 112
#define GALAGA_ROW_PITCH 100
#define GALAGA_PLAYER_Y 860.0f
#define GALAGA_PLAYER_SPEED 420.0f /* map pixels per second */
#define GALAGA_PLAYER_MARGIN 60.0f /* how close to the edge it may go */
/* ------------------------------------------------------------- entities --- */
#define GALAGA_ENEMY_BEE 0
#define GALAGA_ENEMY_BUTTERFLY 1
#define GALAGA_ENEMY_BOSS 2
#define GALAGA_ENEMY_KINDS 3
#define GALAGA_MAX_ENEMIES 40
#define GALAGA_MAX_PLAYER_SHOTS 2 /* the classic two-on-screen rule */
#define GALAGA_MAX_ENEMY_SHOTS 8
/*
* galaga_Enemy.state bits. The script owns these transitions; the engine only
* writes the word at spawn and when a script error forces an enemy dumb.
* galaga.bas spells the same three values as literals, with a REM naming them.
*
* 8 0
* 0 0 0 0 0 1 1 1
* | | `-- ENTERING: flying its entry path toward the formation slot
* | `---- FORMATION: holding (and breathing around) homex/homey
* `------ DIVING: attacking, off the grid until it leaves the screen
*/
#define GALAGA_ES_ENTERING (1 << 0)
#define GALAGA_ES_FORMATION (1 << 1)
#define GALAGA_ES_DIVING (1 << 2)
/** @brief One enemy, as both sides see it. Hangs off akgl_Actor.actorData. */
typedef struct galaga_Enemy
{
int32_t kind; /* GALAGA_ENEMY_BEE / BUTTERFLY / BOSS */
int32_t state; /* GALAGA_ES_* bit flags */
float homex; /* formation slot, in map pixels */
float homey;
float t; /* parametric clock for the current maneuver */
int32_t hp;
int32_t fire; /* outbox: script sets 1, engine consumes */
float rnd; /* inbox: engine writes fresh 0..1 each call */
} galaga_Enemy;
/** @brief Frame state every enemy may read. Bound once as GAME@. */
typedef struct galaga_Shared
{
float playerx; /* the player actor's position, this frame */
float playery;
int32_t wave;
float rnd; /* fresh 0..1 each frame; the issue #16 route */
} galaga_Shared;
/* --------------------------------------------------------------- screens --- */
typedef enum
{
GALAGA_SCREEN_TITLE = 0,
GALAGA_SCREEN_PLAY,
GALAGA_SCREEN_GAMEOVER,
GALAGA_SCREEN_VICTORY
} galaga_Screen;
/* ------------------------------------------------------------ game state --- */
typedef struct galaga_Game
{
galaga_Screen screen;
int frame;
float dt; /* seconds, clamped; see main.c */
bool autoplay;
int score;
int lives;
int kills[GALAGA_ENEMY_KINDS];
int shots[GALAGA_ENEMY_KINDS]; /* shots each kind fired */
int script_errors;
akgl_Actor *player;
float fire_cooldown;
float respawn_timer; /* > 0 while the player is invulnerable */
bool firing;
bool moveleft;
bool moveright;
int player_shots_live;
int enemy_shots_live;
} galaga_Game;
extern galaga_Game galaga_game;
extern galaga_Shared galaga_shared;
extern galaga_Enemy galaga_enemies[GALAGA_MAX_ENEMIES];
extern akgl_Actor *galaga_enemy_actors[GALAGA_MAX_ENEMIES];
/* ---------------------------------------------------------------- script --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_script_boot(char *path);
akerr_ErrorContext AKERR_NOIGNORE *galaga_script_update_enemy(galaga_Enemy *enemy, akgl_Actor *actor, float dt);
/* --------------------------------------------------------------- enemies --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_wave_spawn(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_wave_release(void);
int galaga_enemies_alive(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_boom_spawn(float x, float y);
/* ---------------------------------------------------------------- player --- */
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_spawn(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_controls(void);
akerr_ErrorContext AKERR_NOIGNORE *galaga_player_autoplay(int frame);
/** @brief A 0..1 random draw from the engine's own PRNG (see enemies.c). */
float galaga_random(void);
#endif // _GALAGA_H_