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player.h
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// player state and movement
#ifndef __PLAYER_H
#define __PLAYER_H
// player state
typedef struct {
uint8_t tx, ty; // tile pos
int16_t px, py; // pixel pos
uint16_t score;
uint8_t lives;
// on ground flag
uint8_t on_ground;
// last facing direction
int8_t last_dir;
uint16_t tick;
// input flags
uint8_t try_right;
uint8_t try_left;
uint8_t try_jump;
uint8_t try_fire;
uint8_t try_jetpack;
uint8_t try_up, try_down; // jetpack/climbing
uint8_t do_right;
uint8_t do_left;
uint8_t do_jump;
uint8_t do_fire;
uint8_t do_jetpack;
uint8_t do_up, do_down;
uint8_t jump_timer;
uint8_t dead_timer;
// pickup tile pos
uint8_t check_pickup_x;
uint8_t check_pickup_y;
// door was hit, check if passable
uint8_t check_door;
// item flags; jetpack is also fuel count
uint8_t trophy, gun, jetpack;
// bullet
uint16_t bullet_px, bullet_py;
int8_t bullet_dir;
// collision point clear flags; 1 = clear
uint8_t col_point[8];
} player_state_t;
void P_Spawn();
void P_PickupItem();
void P_UpdateCollision();
void P_UpdateBullet();
void P_VerifyInput();
void P_Move();
void P_ApplyGravity();
#endif