.h file should contain public API (declarations) and .c file should contain implementation of public API + private functions. Compiler should be configured to automatically bundle all modules in one executable file.
[Design] Design some sort of structure for storing dungeon data(For now only one dungeon floor)
Acceptance Criteria:
Chunking system
Separate Tile and Solid Block pools
[Todo] Design enemy pool, as well as pool for other entities
Update function, for updating every entity(iterate all
chunks, all entities(Now do not worry about performance)),
some kind of basic implementation.(Just paste '//Todo', at Enitity update level)
[Concept] Main purpose for camera struct is to handle offset for every entity during rendering step, camera hold some sort of position vector that determines where every every entity on screen should be rendered also accordingly to entity position.(Camera position will be then binded to player position)
โ Acceptance criteria:
Camera struct that stores it position.
Some interpolation functions(linear, Cubic or something like this), interpolation function example: vec2 interpolate(vec2 start, vec2 finish, int startTime, int finishTime) interpolation function example could be found there
I think before start working on this item, we should firstly discuss overall concept, and ways of implementation.
[Design] Design some sort of structure for storing player data(I personally think that this task better to be done after dungeon storing structure completes as well as statblock structure)
Some sort of position in the world tracking system, maybe global coordinates or local ones
Several statblocks for storing base, bonus and exe. stats.
Some function to calculate general stat block/separate stats.
Basic implementation for movement function(grid locked, with collision checks)