#ifndef MAIN_H_INCLUDED
#define MAIN_H_INCLUDED
#include "SDL2/SDL.h"
#include <stdio.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_ttf.h>
#define GRAVEDAD 1
#define CUADRO 0
#define MAX_BULLETS 6
#define ENTIDADES 2
typedef struct
{
int x, y, w, h;
int dy, dx;
int facing_left, walking;
int camara_x[3], camara_y[3];
int camara;
int salto;
int shooting;
int cargador;
int muerto;
} Player1;
typedef struct
{
int x, y, w, h;
int dy, dx;
int facing_left, walking;
int camara_x[3], camara_y[3];
int camara;
int salto;
int shooting;
int cargador;
int muerto;
} Player2;
typedef struct
{
int x, y, w, h;
int camara_x[3], camara_y;
int camara;
} Menu;
typedef struct
{
int x, y, dx, owner;
} Bala_player_1;
typedef struct
{
int x, y, w, h;
} Entidades[ENTIDADES];
typedef struct
{
Player1 player1;
Player2 player2;
Menu menu;
Entidades entidades;
Bala_player_1 *bala_1[MAX_BULLETS];
SDL_Texture *balaTexture;
SDL_Texture *player1Texture;
SDL_Texture *player2Texture;
SDL_Texture *ladrilloTexture;
SDL_Texture *vidaTexture;
SDL_Texture *menuTexture;
SDL_Texture *gameOver;
SDL_Texture *backGround;
SDL_Renderer *renderer;
Mix_Chunk *disparo;
TTF_Font *font;
int done;
int maxE;
} GameState;
int processEvents(SDL_Window *window, GameState *gameState);
void doRender(SDL_Renderer *renderer, GameState *gameState);
int menu_events(SDL_Window *window,GameState *gameState);
void menu_render(SDL_Renderer *renderer, GameState *gameState);
void loadScreen(GameState *gameState, SDL_Renderer *renderer);
void collisionDetect(GameState *gameState);
int addBullet(int x, int y, int dx, GameState *gameState, int player);
void processBullet(GameState *gameState);
void removeBullet(int i, GameState *gameState);
void declaraciones(GameState *gameState);
void spriteUpdate(GameState *gameState);
void bulletCollision(GameState *gameState);
void loadGame(GameState *gameState);
#endif // MAIN_H_INCLUDED