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author | NielsCoding <48092678+heavydemon21@users.noreply.github.com> | 2023-04-04 15:25:34 +0200 |
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committer | NielsCoding <48092678+heavydemon21@users.noreply.github.com> | 2023-04-04 15:25:34 +0200 |
commit | 854a80001b9798d1454e4308e4efba96431e44d8 (patch) | |
tree | 8e023b13df43b3aaef5241e59bcbe5c90b1a2f8a /src/engine/entity.h | |
parent | f6c1eb582ac44b92c86816352bd56da5a6f4f1b5 (diff) |
bullet/player/enemy/gameplay
bullet only needs different directions
player is done
enemy needs ai(Bjorn)
gameplay may need some finetuning
Diffstat (limited to 'src/engine/entity.h')
-rw-r--r-- | src/engine/entity.h | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/src/engine/entity.h b/src/engine/entity.h index 9a1d51e..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?) @@ -43,11 +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); -// TODO: comments on functions below +/** @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); |