2024-02-26 23:12:39 +00:00
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#ifndef __MOVEMENT_H__
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#define __MOVEMENT_H__
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2024-02-21 13:25:55 +00:00
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#include "system/keyboard.h"
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2024-02-21 13:25:55 +00:00
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struct RabbitPosition {
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int rabbitPosition[2];
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int oldRabbitPosition[2];
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int rabbitLimits[2][2];
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signed char rabbitVelocity[2];
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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int mousePosition[2];
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int oldMousePosition[2];
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int mouseDotPosition[2];
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int oldMouseDotPosition[2];
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int mouseAngle;
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};
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2024-02-26 23:12:39 +00:00
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#define SINGLE_SHOT_GUN (0)
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#define SPREAD_SHOT_GUN (1)
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struct RabbitWeaponry {
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char cooldown;
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char currentWeapon;
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};
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struct BulletPosition {
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// 1 if the bullet should be rendered
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char isActive;
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// sweep up the bullet from the display
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char willBeInactive;
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int x, y;
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int oldX, oldY;
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2024-02-26 23:12:39 +00:00
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int wallCooldown;
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2024-02-25 21:59:04 +00:00
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signed int velocityXSteps[2], velocityYSteps[2];
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int velocityStep;
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};
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2024-02-21 21:25:00 +00:00
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struct EnemyPosition {
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char isActive;
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char willBeInactive;
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char wasKilled;
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char hitPoints;
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char hasLeftGate;
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char gateExitedFrom;
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int enemyPosition[2];
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int oldEnemyPosition[2];
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int enemyMoveDelayStep;
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int enemyFireDelayStep;
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};
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2024-02-21 13:25:55 +00:00
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void calculateTargetAngle(struct RabbitPosition*, struct MouseStatus*);
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void captureAndLimitMousePosition(struct RabbitPosition*, struct MouseStatus*);
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void handleRabbitMovement(struct RabbitPosition*, struct KeyboardKeydownState*);
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void handleEnemyMovement(struct EnemyPosition[], struct RabbitPosition*);
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#endif
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