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#pragma once
#include <stdint.h>
#include <stdbool.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;
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);
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