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-rw-r--r--src/engine/entity.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/engine/entity.h b/src/engine/entity.h
new file mode 100644
index 0000000..cad6ba4
--- /dev/null
+++ b/src/engine/entity.h
@@ -0,0 +1,82 @@
+#pragma once
+
+#include <stdint.h>
+#include <stdbool.h>
+#include <stdio.h>
+
+#include "ppu/types.h"
+
+#include "engine/maths.h"
+
+typedef uint8_t hh_idx_t;
+
+typedef enum {
+ fire, ice, poison
+}hh_e_damage_t;
+
+typedef struct {
+ hh_s_ppu_loc_fam_entry fam; //screen
+ hh_idx_t frame0;
+ hh_idx_t palette;
+
+}hh_s_rendering;
+
+typedef struct {
+ int8_t hp;
+ int8_t dmg;
+ hh_e_damage_t dmg_type;
+ int8_t speed_x, speed_y;
+
+} hh_s_atributes;
+
+
+typedef struct {
+ vec2 pos, vel, vec;
+ bool is_grounded;
+ bool is_hit;
+ uint8_t radius;
+ int8_t hp;
+ int8_t speed;
+ hh_s_rendering render;
+ //armor/block?
+}hh_entity;
+
+typedef struct {
+ hh_entity p;
+ hh_s_atributes atr;
+}hh_s_player;
+
+
+/// @brief detect for collision enity and eviroment
+/// @param pos1 position of environment tile to be checked
+/// @param pos2 position entity
+/// @return true if collision between enity and environment
+bool hh_collision(vec2 pos1, vec2 pos2);
+
+/// @brief solve collisions
+/// @param environment position
+/// @param entity position
+/// @return solved new entity position
+void hh_solve_collision(vec2 pos_environment, hh_entity* entity);
+
+/// @brief solve collision of entity with background tiles
+/// @param temp_old_entity old data of entity
+/// @param temp_new_entity new data of entity where it wants to go to
+/// @return updated new entity where it actually can go to
+hh_entity hh_background_collision (hh_entity temp_old_entity, hh_entity temp_new_entity);
+
+/// @brief solve collision of player with enemy
+/// @param temp_player data of player
+/// @param temp_enemy data of enemy
+/// @return updated player with new stats if hitted with enemy
+hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy);
+
+/// @brief calculate if circles (entity) hit each other
+/// @param object_1 position of first object (entity)
+/// @param object_2 position of second object (entity)
+/// @param radius_1 radius of first object (entity)
+/// @param radius_2 radius of second object (entity)
+/// @return true if objects collids
+bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2);
+
+