#ifndef _LMDAVE_H #define _LMDAVE_H #include //#include // for dealing with resources in EXE #include "util/util.h" #include "player.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; // player state player_state_t ps; // enemy bullet uint16_t ebullet_px, ebullet_py; int8_t ebullet_dir; level_t levels[NUM_EXE_LEVELS]; // copied from exe util's GetLevel } game_state_t; // game assets typedef struct { // tiles as textures converted from util's tile surfaces SDL_Texture* tile_tx[NUM_EXE_TILES]; // sfx //Mix_Chunk* sfx[2]; // music //Mix_Music* mus; } game_assets_t; // level tile size in pixels #define TILE_SIZE 16 // fixed frame delay #define FRAME_DELAY 33 #endif