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authorUnavailableDev <ggwildplay@gmail.com>2023-04-05 20:49:23 +0200
committerUnavailableDev <ggwildplay@gmail.com>2023-04-05 20:49:23 +0200
commit06b9a5e3c252713c211d77b5643143276db209ba (patch)
tree8fb96c3086904969207fab1e77e786a916346aa6 /src/engine/entity.h
parent30ed47e6ea66872951140711323844698a278fff (diff)
parent854a80001b9798d1454e4308e4efba96431e44d8 (diff)
Merge branch 'dev' of https://github.com/heavydemon21/avans-arcade into dev
Diffstat (limited to 'src/engine/entity.h')
-rw-r--r--src/engine/entity.h15
1 files changed, 14 insertions, 1 deletions
diff --git a/src/engine/entity.h b/src/engine/entity.h
index 68b450d..fde9341 100644
--- a/src/engine/entity.h
+++ b/src/engine/entity.h
@@ -7,6 +7,9 @@
#include "ppu/types.h"
#include "engine/maths.h"
#include "engine/types.h"
+#include "engine/animator.h"
+#include "engine/sprite_controller.h"
+
// #include "engine/animator.h"
// TODO: make a sprite update function (and required data structs?)
@@ -43,4 +46,14 @@ hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy);
/// @return true if objects collids
bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_2);
-
+/** @brief jumps a entity. TODO: input jumping how high and no magic number*/
+void hh_jump_entity(hh_entity* );
+/** @brief looks if the player is grounded and if not it sets the position down */
+void hh_gravity_entity(hh_entity* );
+/** @brief if object is hit bounches in specific direction and moves the object */
+void hh_hit_entity(hh_entity* object_1, int8_t* hit_timer, int8_t* direction);
+
+/** @brief specific bullet background collisions detection */
+bool hh_background_collision_bulllet (hh_entity temp_old_entity);
+/** @brief checks any entity has a hit on each othe*/
+void hh_check_all_collisions(hh_entity* player, hh_entity* enemies, int total_enemies, hh_entity* bullets, int total_bullets, vec_cor cam_pos);