view libmlk-rpg/rpg/battle-entity-state-blinking.h @ 250:8ef7fb7f14ad

rpg: add support for collisions with actions While here, minimal cleanup in maps.
author David Demelier <markand@malikania.fr>
date Tue, 01 Dec 2020 19:24:11 +0100
parents 71b3b7036de7
children
line wrap: on
line source

/*
 * battle-entity-state-blinking.h -- the entity is blinking
 *
 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
 *
 * Permission to use, copy, modify, and/or distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 */

#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H
#define MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H

/**
 * \file battle-entity-state-blinking.h
 * \brief The entity is blinking.
 */

struct battle_entity;

/**
 * Start blinking the entity.
 *
 * This state will blink two times the entity by reducing the alpha from it at
 * two intervals. It is designed mostly for enemies since they don't have
 * walking sprites.
 *
 * \pre battle_entity_ok(et)
 * \param et the entity to change
 * \post et->state->data is set to custom data
 * \post et->state->update is set
 * \post et->state->finish is set
 */
void
battle_entity_state_blinking(struct battle_entity *et);

#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_BLINKING_H */