Mercurial > molko
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> |
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date | Tue, 01 Dec 2020 19:24:11 +0100 |
parents | 71b3b7036de7 |
children |
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/* * 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 */