#ifndef MAIN_H_INCLUDED #define MAIN_H_INCLUDED #include "SDL2/SDL.h" #include #include #include #include #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