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#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);
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