Added basic player movement.
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@ -7,17 +7,50 @@
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#pragma once
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#include "../../libs.h"
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#include "../../display/spritebatch.h"
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/** Entity ID Definitions */
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#define ENTITY_TYPE_NULL 0x00
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#define ENTITY_TYPE_PLAYER 0x01
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/** Max count of entities in the world */
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#define ENTITY_COUNT 64
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/** Count of different types of entities */
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#define ENTITY_TYPE_COUNT ENTITY_TYPE_PLAYER + 1
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/** Unique Entity ID */
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typedef uint8_t entityid_t;
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/** Unique Entity ID for the Entity Type */
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typedef uint8_t entitytypeid_t;
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/** Entity Definition */
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typedef struct {
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entitytypeid_t type;
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int32_t gridX, gridY, gridZ;
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int32_t oldGridX, oldGridY, oldGridZ;
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float positionX, positionY, positionZ;
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} entity_t;
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/** Definition for an entity type */
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typedef struct {
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entity_t entities[ENTITY_COUNT]
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void (*entityInit)(entityid_t entityId, entity_t *entity);
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void (*entityUpdate)(entityid_t entityId, entity_t *entity);
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void (*entityDispose)(entityid_t entityId, entity_t *entity);
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} entitytype_t;
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/** Entity State Management */
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typedef struct {
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/** Entities within the state */
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entity_t entities[ENTITY_COUNT];
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/** Sprite Batch in the state */
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spritebatch_t *spriteBatch;
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} entitystate_t;
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extern entitystate_t ENTITY_STATE;
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/** Global Entity State */
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extern entitystate_t ENTITY_STATE;
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/** Global Entity Type Definitions */
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extern entitytype_t ENTITY_TYPES[ENTITY_TYPE_COUNT];
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