/** * @file sidescroller.h * @brief Shared declarations for the sidescroller tutorial game. * * The game is four translation units and this is the seam between them: * * main.c startup, asset loading, the frame loop, teardown * player.c the player's hooks and its control bindings * actors.c the coins, the patrolling blob, the flying moth * * Nothing here is prefixed `akgl_`. That prefix belongs to the library; a game * built on it takes its own, and this one is `ss_`. */ #ifndef _SIDESCROLLER_H_ #define _SIDESCROLLER_H_ #include #include #include #include #include #include #include #include #include #include /* * The level's geometry, in the units the map is authored in. level1.tmj is 40x15 * tiles of 16 pixels, so the world is 640x240 pixels and the view is a 480x240 * window onto it that scrolls horizontally. */ #define SS_TILE_SIZE 16 /* Pixels per map cell, from level1.tmj */ #define SS_VIEW_WIDTH 480 /* Camera width in map pixels */ #define SS_VIEW_HEIGHT 240 /* Camera height; the whole map is this tall */ #define SS_WINDOW_SCALE 2 /* Integer upscale from the view to the window */ /* The player's collision box, as an offset into its 32x32 sprite frame. The art * does not fill the frame edge to edge, and a box the full width of the frame * catches on doorways the character visibly clears. */ #define SS_PLAYER_BOX_X 8.0f #define SS_PLAYER_BOX_Y 0.0f #define SS_PLAYER_BOX_W 16.0f #define SS_PLAYER_BOX_H 32.0f /* Upward velocity a jump installs directly into the actor's environmental term, * in pixels per second. Under the map's 900 px/s^2 gravity this peaks a little * under 100 px -- six tiles -- which is what the platform heights are cut to. */ #define SS_JUMP_SPEED 420.0f /* How fast thrust bleeds away when no direction is held, as a fraction per * second. The library has no friction at all: see ss_player_friction. */ #define SS_FRICTION_GROUND 12.0f #define SS_FRICTION_AIR 1.5f /* How many of each kind of thing level1.tmj places. */ #define SS_COIN_COUNT 4 #define SS_HAZARD_COUNT 2 /* How far the autoplay script waits between jumps, in frames. */ #define SS_AUTOPLAY_JUMP_PERIOD 45 /* How long it holds the jump key, in frames. A tap jumps lower than a hold. */ #define SS_AUTOPLAY_JUMP_HOLD 8 /* * The device id the autoplay script stamps on its synthetic key events. * Deliberately not 0: the control map binds keyboard 0 meaning "any keyboard", * and driving it from a non-zero id is what proves that binding works. */ #define SS_AUTOPLAY_KBID 11 /** * @brief Per-actor game data, hung off akgl_Actor::actorData. * * The library never reads or frees `actorData`, so it is the place a game puts * what the library has no field for. These live in a fixed table in actors.c * rather than being allocated, which is the same discipline the library's own * pools follow. */ typedef struct { float32_t home_x; /**< Where the map placed this actor. The moth orbits it; the player respawns at it. */ float32_t home_y; float32_t phase; /**< Seconds of flight, for the moth's orbit. */ float32_t facing; /**< -1.0 walking left, +1.0 walking right. The blob's patrol direction. */ } ss_ActorData; /** @brief The whole game's state. One player, one level, no menus. */ typedef struct { akgl_Actor *player; /**< Borrowed from the actor pool; the map created it. */ akgl_Actor *coins[SS_COIN_COUNT]; /**< Cleared to NULL as each one is collected. */ akgl_Actor *hazards[SS_HAZARD_COUNT]; /**< The blob and the moth. Borrowed, never released. */ int coins_taken; int deaths; bool jump_requested; /**< Set by the jump binding, consumed by the movement logic. */ bool grounded; /**< Last step's verdict; what gates the next jump. */ bool autoplay; /**< Drive the player from a script instead of the keyboard. */ int frame; /**< Frames drawn so far. */ float32_t final_x; /**< Where the player finished, stamped before teardown for the summary line. */ float32_t final_y; } ss_Game; extern ss_Game ss_game; /** * @brief The collision world, owned by main.c. * * The physics backend resolves through it after every sub-move; the game only * touches it to ask questions -- a ledge probe, a wall probe, a spawn point that * needs lifting clear. */ extern akgl_CollisionWorld ss_collision; /** * @brief Is there solid geometry one pixel under this shape? * * The predicate a jump is gated on, and it is deliberately *not* the same * question as "did the last step's resolution stop me falling". A contact says * something pushed back this step; this says there is a floor to push off, which * stays true through the frame after landing and is what makes a jump feel like * it registered. */ akerr_ErrorContext AKERR_NOIGNORE *ss_grounded(akgl_CollisionShape *shape, float32_t x, float32_t y, bool *dest); /* player.c */ akerr_ErrorContext AKERR_NOIGNORE *ss_player_bind(akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *ss_player_controls(int controlmapid, char *actorname); akerr_ErrorContext AKERR_NOIGNORE *ss_player_autoplay(int frame); /* actors.c */ akerr_ErrorContext AKERR_NOIGNORE *ss_actors_bind(void); #endif // _SIDESCROLLER_H_