
feat: - win screen - "press enter to retry" in both screens - reset moves only when winning the game change: - game over screen display - display top-left move a little differently dev: - scripts to import different text sizes
66 lines
1.9 KiB
C
66 lines
1.9 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* data_sprites.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: mcolonna <marvin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/03/11 15:56:31 by mcolonna #+# #+# */
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/* Updated: 2024/04/19 12:59:36 by mcolonna ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef DATA_SPRITES_H
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# define DATA_SPRITES_H
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# define NB_SPRITES 25
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typedef enum e_spritetype
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{
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ANIMATION, // loops through all the sprites
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ANIMATION_ONCE, // loops through all the sprites but only once
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CHARACTER_STILL, // down up left and right positions
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} t_spritetype;
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typedef struct s_spritemeta
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{
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t_assetsmap_id first_frame;
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int origin_x;
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int origin_y;
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t_spritetype type;
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int nb_frames;
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int delay_frame;
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} t_spritemeta;
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extern const t_spritemeta g_spritesmap[NB_SPRITES];
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typedef enum e_spritesmap_id
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{
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CASE_BORDER_TOP,
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CASE_BORDER_BOTTOM,
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CASE_FLOOR_1,
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CASE_FLOOR_2,
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CASE_BRIDGE,
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SPR_SNAS,
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SPR_SNAS_WALK_DOWN,
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SPR_SNAS_WALK_UP,
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SPR_SNAS_WALK_RIGHT,
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SPR_SNAS_WALK_LEFT,
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SPR_WALL,
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SPR_KETCHUP,
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SPR_KETCHUP_FADE,
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SPR_EXIT_INACTIVE,
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SPR_EXIT_ACTIVE,
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SPR_EXIT_REMAINING,
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SPR_EXIT_TP,
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SPR_FIRSK,
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SPR_FIRSK_WALK_DOWN,
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SPR_FIRSK_WALK_UP,
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SPR_FIRSK_WALK_RIGHT,
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SPR_FIRSK_WALK_LEFT,
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SPR_KNIFEATTACK,
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SPR_EXPLOSION_1,
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SPR_EXPLOSION_2,
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} t_spritesmap_id;
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#endif
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