lmdave/lmdave.h

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#ifndef _LMDAVE_H
#define _LMDAVE_H
#include <SDL.h>
// for dealing with resources in EXE
#include "util/util.h"
// global game state
typedef struct {
uint8_t quit;
uint8_t current_level;
// view and scroll are per tile
uint8_t view_x, view_y;
int8_t scroll_x;
level_t* levels; // grabbed from util, NUM_EXE_LEVELS count
} game_state_t;
// game assets
typedef struct {
// tiles as textures converted from util's tile surfaces
SDL_Texture* tile_tx[NUM_EXE_TILES];
} game_assets_t;
#endif