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Diffstat (limited to 'src/engine/entity.h')
-rw-r--r--src/engine/entity.h46
1 files changed, 5 insertions, 41 deletions
diff --git a/src/engine/entity.h b/src/engine/entity.h
index cad6ba4..43fd5dd 100644
--- a/src/engine/entity.h
+++ b/src/engine/entity.h
@@ -5,47 +5,11 @@
#include <stdio.h>
#include "ppu/types.h"
-
#include "engine/maths.h"
+#include "engine/types.h"
+#include "engine/animator.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;
-
+// TODO: make a sprite update function (and required data structs?)
/// @brief detect for collision enity and eviroment
/// @param pos1 position of environment tile to be checked
@@ -63,7 +27,7 @@ void hh_solve_collision(vec2 pos_environment, hh_entity* entity);
/// @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);
+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
@@ -77,6 +41,6 @@ hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy);
/// @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);
+bool hh_distance_circles(vec2 object_1, vec2 object_2, int radius_1, int radius_2);