#include "utils.h" // Pretty much any object in the game. #ifndef ENTITY_H #define ENTITY_H typedef int8_t EntityId; #define ENTITY_COUNT 5 // Entity scales. #define TREE_SCALE 40.0 #define BUSH_SCALE 8.0 #define FLOWER_SCALE 3.0 enum { ENTITY_NONE = -1, OLD_MINT, STICKY_NICKEL, TREE, BUSH, FLOWER }; typedef struct { EntityId id; Vector3 position; // Shouldnt be accessed directly. BoundingBox box; } Entity; Entity createEntity(EntityId id, Vector3 position); void updateEntity(Entity* entity, Game* game); void setEntityPosition(Entity* entity, Vector3 position); void placeEntityOnGround(Entity* entity, const World* world); #endif