#ifndef DATA_GAME_H #define DATA_GAME_H #include #define MAX_RENDERLIST_SIZE 256 typedef struct { sprite_t *sprite; int currframe; int animate; /* Is currently animating ? */ int x,y; /* Level-based coords, not camera-based */ } renderItem_t; typedef struct { /* Game frame counter */ int tick; /* Current camera position */ int cameraX; /* terrain & stencil generated by paint_terrain() update by ???() */ SDL_Surface *terrain, *stencil; /* streamTerrain : viewable portion of terrain, in texture format updated by render_terrain() */ SDL_Texture *terrainStream; /* Render list of all in-game sprites (for batch processing) Items are in paint order created by buildRenderList() */ int renderListSize; renderItem_t renderList[MAX_RENDERLIST_SIZE]; } gameState_t; #endif /*DATA_GAME_H*/