Tilemaps can have two objects placed on it, 'p_foreground' and 'p_vanishing' whose placement form a virtual perspective plane, which causes sprites to scale as they move up and down the screen between them, creating the illusion of depth on the screen
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@@ -59,28 +59,29 @@ extern char *AKGL_ACTOR_STATE_STRING_NAMES[AKGL_ACTOR_MAX_STATES+1];
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#define AKGL_MAX_HEAP_ACTOR 64
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typedef struct akgl_Actor {
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uint8_t refcount;
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char name[AKGL_ACTOR_MAX_NAME_LENGTH];
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akgl_Character *basechar;
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uint8_t curSpriteFrameId;
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SDL_Time curSpriteFrameTimer;
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bool curSpriteReversing;
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uint32_t layer;
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int32_t state;
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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float32_t x;
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float32_t y;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj, SDL_Renderer *renderer);
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akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
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uint8_t refcount;
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char name[AKGL_ACTOR_MAX_NAME_LENGTH];
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akgl_Character *basechar;
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uint8_t curSpriteFrameId;
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SDL_Time curSpriteFrameTimer;
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bool curSpriteReversing;
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uint32_t layer;
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int32_t state;
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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float32_t x;
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float32_t y;
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float32_t scale;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj, SDL_Renderer *renderer);
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akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
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} akgl_Actor;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *name);
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