diff options
Diffstat (limited to 'src/engine/entity.h')
-rw-r--r-- | src/engine/entity.h | 15 |
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); |