#ifndef INCLUDED_JUMPNRUN_ENEMIES_H
#define INCLUDED_JUMPNRUN_ENEMIES_H
-#include <badge/ui/sprite.h>
-#include <badge/util/rectangle.h>
+#include "../ui/sprite.h"
+#include "../util/rectangle.h"
#include "tiles.h"
vec2d spawn_inertia;
void (*collision_tiles)(struct jumpnrun_enemy *self,
- vec2d *desired_position,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles);
+ vec2d *desired_position,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles);
void (*collision_player)(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state);
+ struct jumpnrun_game_state *state);
void (*game_tick)(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state,
+ struct jumpnrun_game_state *state,
struct jumpnrun_level *lv,
struct jumpnrun_tile_range const *visible_tiles);
} jumpnrun_enemy_type;
enum {
JUMPNRUN_ENEMY_TYPE_CAT,
+ JUMPNRUN_ENEMY_TYPE_MUSHROOM,
JUMPNRUN_ENEMY_TYPE_COUNT
};
extern jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT];
void jumpnrun_process_enemy(jumpnrun_enemy *self,
- badge_framebuffer *fb,
- struct jumpnrun_game_state *state,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles);
+ badge_framebuffer *fb,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles);
#endif