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spriteengine.h
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spriteengine.h
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#ifndef MSB_SPRITEENGINE_H
#define MSB_SPRITEENGINE_H
#define MAX_ENTITIES 5
#define RIGHT_DIRECTION 0
#define LEFT_DIRECTION 1
typedef struct {
const unsigned char tile;
const signed char dpx;
const signed char dpy;
} tile;
typedef struct {
const unsigned char frameNumber;
const bool mirrored;
const unsigned char numsprites;
const unsigned char *tiles;
const unsigned int tile_bin_size;
const unsigned char tile_bank;
const unsigned char frame_time;
const signed char collisionx1;
const signed char collisiony1;
const signed char collisionx2;
const signed char collisiony2;
const signed char hitboxx1;
const signed char hitboxy1;
const signed char hitboxx2;
const signed char hitboxy2;
const tile tilelist[16];
} frame;
typedef struct {
const unsigned char animationNumber;
const unsigned char numframes;
const frame framelist[5]; // 5 normal + 5 mirrored
const frame mirroredframelist[5];
} animation;
typedef struct {
const unsigned char numanimations;
const unsigned char maxsprites;
const animation animationlist[15];
} character;
typedef struct {
character *characterData;
unsigned char entityIndex;
unsigned char px;
unsigned char py;
unsigned char direction;
unsigned char currentAnimation;
unsigned char currentFrame;
unsigned char framecnt;
unsigned int vramposition;
bool has2ReloadTiles;
bool animationEnded;
bool frameEnded;
} entity;
extern entity *entitylist[MAX_ENTITIES];
void initEngine();
entity* addEntity(character* characterData, unsigned char px, unsigned char py);
void setAnimation(unsigned char entityindex, int animationNumber);
void forceReload(unsigned char entityindex);
bool isFrameEnded(unsigned char entitynumber);
bool isAnimationEnded(unsigned char entitynumber);
void setDirection(unsigned char entityindex, unsigned char direction);
void updateAnimations();
void updateTiles();
void drawEntities();
void move_entity(unsigned char entitynumber, signed char x, signed char y);
#endif