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#include "utils.h"
// Pretty much any object in the game.
#ifndef ENTITY_H
#define ENTITY_H
#define ENTITY_COUNT 8
#define TREE_SCALE 40.0
#define BUSH_SCALE 8.0
#define FLOWER_SCALE 3.0
#define POND_SIZE 250.0
#define POND_HEIGHT 10.0
#define UTILITY_POLE_HEIGHT 100.0
#define UTILITY_POLE_RADIUS 3.0
#define SAMANTHA_WIDTH 1.0
#define SAMANTHA_HEIGHT 1.0
typedef int8_t EntityId;
enum {
ENTITY_NONE = -1,
OLD_MINT,
STICKY_NICKEL,
TREE,
BUSH,
FLOWER,
POND,
UTILITY_POLE,
SAMANTHA
};
typedef struct {
EntityId id;
Vector3 position; // Shouldnt be changed directly.
BoundingBox box;
} Entity;
Entity createEntity(EntityId id, Vector3 position);
void updateEntity(Entity* entity, Game* game);
void setEntityPosition(Entity* entity, Vector3 position);
void placeEntityOnGround(Entity* entity, const World* world);
#endif
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