helapordo 1.4.12
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game_rl.h File Reference
#include "../utils/game_utils.h"
#include "../core/sprites.h"
#include "../utils/turn_op.h"
#include "../core/game_animations.h"
#include "../utils/rooms.h"
#include <raymath.h>
Include dependency graph for game_rl.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  Gui_Button
 
struct  Gui_Theme
 
struct  Gui_State
 

Macros

#define MIN(a, b)
 Macro used to calculate the scale of render texture.
 
#define GUI_BUTTONS_MAX   BUTTON_NAME_TXTFIELD
 

Typedefs

typedef enum Gui_Button_State Gui_Button_State
 
typedef struct Gui_Button Gui_Button
 
typedef enum Gui_Button_Idx Gui_Button_Idx
 
typedef struct Gui_Theme Gui_Theme
 
typedef struct Gui_State Gui_State
 

Enumerations

enum  Gui_Button_State { BUTTON_NORMAL , BUTTON_HOVER , BUTTON_PRESSED }
 
enum  Gui_Button_Idx {
  BUTTON_NEW_GAME = 0 , BUTTON_LOAD_GAME , BUTTON_SAVESLOT_1 , BUTTON_SAVESLOT_2 ,
  BUTTON_SAVESLOT_3 , BUTTON_CLASS_TXTFIELD , BUTTON_CLASS_KNIGHT , BUTTON_CLASS_ARCHER ,
  BUTTON_CLASS_MAGE , BUTTON_CLASS_ASSASSIN , BUTTON_NAME_TXTFIELD
}
 

Functions

void handleTutorial (S4C_Color *palette)
 Shows tutorial info.
 
void setEnemySprite (Enemy *e)
 Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.
 
void setEquipSprite (Equip *e)
 Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.
 
void setEquipslotSprite (Equipslot *s)
 Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.
 
void setConsumableSprite (Consumable *c)
 Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.
 
void setArtifactSprite (Artifact *a)
 Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.
 
void setBossSprite (Boss *b)
 Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.
 
void setFighterSprite (Fighter *f)
 Takes a Fighter pointer and prepares its sprite field by copying it line by line.
 
void setChestSprite (Chest *c)
 Takes a Chest pointer and prepares its sprite field by copying it line by line.
 
void ToggleFullScreenWindow (int w_W, int w_H)
 
void hlpd_draw_notifications (RingaBuf *rb_notifications, Rectangle notifications_rect)
 Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.
 
void update_GameScreen (Gui_State *gui_state, Floor **current_floor, Path **game_path, Fighter **player, Room **current_room, Gamestate **gamestate, RingaBuf *rb_notifications, int *current_x, int *current_y, int logo_sleep, bool *pause_animation, Koliseo_Temp **floor_kls, KLS_Conf temporary_kls_conf, int *current_anim_frame, loadInfo *load_info, int *saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1], bool is_seeded, int *roomsDone, int *enemyTotal)
 
void draw_GameScreen_Texture (RenderTexture2D target_txtr, Gui_State gui_state, int fps_target, int current_anim_frame, Floor *current_floor, Path *game_path, Fighter *player, Room *current_room, Gamestate *gamestate, RingaBuf *rb_notifications, int current_x, int current_y, loadInfo *load_info, int saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1])
 

Macro Definition Documentation

◆ GUI_BUTTONS_MAX

#define GUI_BUTTONS_MAX   BUTTON_NAME_TXTFIELD

◆ MIN

#define MIN ( a,
b )
Value:
((a) < (b) ? (a) : (b))

Macro used to calculate the scale of render texture.

Typedef Documentation

◆ Gui_Button

typedef struct Gui_Button Gui_Button

◆ Gui_Button_Idx

◆ Gui_Button_State

◆ Gui_State

typedef struct Gui_State Gui_State

◆ Gui_Theme

typedef struct Gui_Theme Gui_Theme

Enumeration Type Documentation

◆ Gui_Button_Idx

Enumerator
BUTTON_NEW_GAME 
BUTTON_LOAD_GAME 
BUTTON_SAVESLOT_1 
BUTTON_SAVESLOT_2 
BUTTON_SAVESLOT_3 
BUTTON_CLASS_TXTFIELD 
BUTTON_CLASS_KNIGHT 
BUTTON_CLASS_ARCHER 
BUTTON_CLASS_MAGE 
BUTTON_CLASS_ASSASSIN 
BUTTON_NAME_TXTFIELD 

◆ Gui_Button_State

Enumerator
BUTTON_NORMAL 
BUTTON_HOVER 
BUTTON_PRESSED 

Function Documentation

◆ draw_GameScreen_Texture()

void draw_GameScreen_Texture ( RenderTexture2D target_txtr,
Gui_State gui_state,
int fps_target,
int current_anim_frame,
Floor * current_floor,
Path * game_path,
Fighter * player,
Room * current_room,
Gamestate * gamestate,
RingaBuf * rb_notifications,
int current_x,
int current_y,
loadInfo * load_info,
int saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1] )

◆ handleTutorial()

void handleTutorial ( S4C_Color * palette)

Shows tutorial info.

See also
gameloop_rl()

◆ hlpd_draw_notifications()

void hlpd_draw_notifications ( RingaBuf * rb_notifications,
Rectangle notifications_rect )

Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.

Parameters
rb_notificationsThe RingaBuf holding the Notification
notifications_rectThe Rectangle used to draw the notifications
See also
Notification
enqueue_notification()

◆ setArtifactSprite()

void setArtifactSprite ( Artifact * a)

Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.

See also
Artifact
gameloop()
artifacts_sprites
Parameters
aThe Artifact pointer whose sprite field will be initialised.

◆ setBossSprite()

void setBossSprite ( Boss * b)

Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.

See also
Boss
initBossStats
bosses_sprites
Parameters
bThe Boss pointer whose sprite field will be initialised.

◆ setChestSprite()

void setChestSprite ( Chest * c)

Takes a Chest pointer and prepares its sprite field by copying it line by line.

See also
Chest
initChest
Parameters
cThe Chest pointer whose sprite field will be initialised.

◆ setConsumableSprite()

void setConsumableSprite ( Consumable * c)

Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.

See also
Consumable
initPlayerStats
consumables_sprites
Parameters
cThe Consumable pointer whose sprite field will be initialised.

◆ setEnemySprite()

void setEnemySprite ( Enemy * e)

Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.

See also
Enemy
initEnemyStats
enemies_sprites
Parameters
eThe Enemy pointer whose sprite field will be initialised.

◆ setEquipslotSprite()

void setEquipslotSprite ( Equipslot * s)

Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.

See also
Equipslot
initEquipSlots()
equipzones_sprites
Parameters
sThe Equipslot pointer whose sprite field will be initialised.

◆ setEquipSprite()

void setEquipSprite ( Equip * e)

Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.

See also
Equip
dropEquip
equips_sprites
Parameters
eThe Equip pointer whose sprite field will be initialised.

◆ setFighterSprite()

void setFighterSprite ( Fighter * f)

Takes a Fighter pointer and prepares its sprite field by copying it line by line.

See also
Fighter
initPlayerStats
Parameters
fThe Fighter pointer whose sprite field will be initialised.

◆ ToggleFullScreenWindow()

void ToggleFullScreenWindow ( int w_W,
int w_H )

◆ update_GameScreen()

void update_GameScreen ( Gui_State * gui_state,
Floor ** current_floor,
Path ** game_path,
Fighter ** player,
Room ** current_room,
Gamestate ** gamestate,
RingaBuf * rb_notifications,
int * current_x,
int * current_y,
int logo_sleep,
bool * pause_animation,
Koliseo_Temp ** floor_kls,
KLS_Conf temporary_kls_conf,
int * current_anim_frame,
loadInfo * load_info,
int * saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1],
bool is_seeded,
int * roomsDone,
int * enemyTotal )