Configuration
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struct CRConfig
A struct which holds all of the configuration information used to draw things on the screen. All of the primary drawing, layer, window, and camera information is stored in here.
- int window_width
Width of the window.
- int window_height
Height of the window.
- int fps
Target FPS
- char *title
Window Title
- float tile_size
Tile size (width and height) in pixels
- int default_layer_width
Default layer width, in number of tiles
- int default_layer_height
Default layer height, in number of tiles
- Color default_foreground
Default foreground tile color. Used for drawing text and tinting tilemap tiles.
- Color default_background
Default background tile color.
- uint8_t default_visibility
Default tile visibility
- size_t world_layer_count
Size of the world layer array
- size_t ui_layer_count
Size of the UI layer array
- size_t mask_count
Size of the mask array
- Camera2D main_camera
Main camera struct
- Color background_color
Background color of the screen
- CRCharIndexAssoc char_index_assoc[255]
Character-to-index association array
- CRCharIndexAssoc *assocs
Pointer to an array of additional character-to-index associations beyond the first 255
- size_t assoc_count
Size of the assocs array
- Font *fonts
Pointer to an array of font structs
- size_t font_count
Size of the font array
- size_t tilemap_count
Size of the tilemap array
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void CRSetCharacterAssoc(char *character, int index)
Associates a character with an index on a tilemap. Takes in an up-to 4 byte-long character. Any character smaller than 4 bytes must be null terminated. This lets the user represent tiles as characters, but associate them with a specific position on a tilemap.
For example, if you want to use “@” for your player character, but the tile is index 10 on your tilemap, you would call:
CRSetCharacterAssoc("@", 10);