#pragma once #include #include #include #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);