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authorDominik Kaiser2024-05-15 12:16:05 +0200
committerDominik Kaiser2024-05-15 12:16:05 +0200
commited5342399d02ba5d1032a2ef99afdc1c875ed4d8 (patch)
treee76d37b1d416f0405a7267a38d184eca32ad1bd8 /src/collision.c
parent5a7e68ce0331077594dc2d85c81fc087d80734c7 (diff)
downloadso_long-ed5342399d02ba5d1032a2ef99afdc1c875ed4d8.tar.gz
so_long-ed5342399d02ba5d1032a2ef99afdc1c875ed4d8.zip
Change collision checking and add player.size
Collision checking will now be done using the move_and_slide function. Instead of tile_size, now player.size will be used for checking collisions.
Diffstat (limited to 'src/collision.c')
-rw-r--r--src/collision.c24
1 files changed, 22 insertions, 2 deletions
diff --git a/src/collision.c b/src/collision.c
index a45f339..d21e321 100644
--- a/src/collision.c
+++ b/src/collision.c
@@ -6,14 +6,14 @@
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */
-/* Updated: 2024/05/14 14:59:13 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 12:06:55 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
#include "so_long.h"
static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size,
- t_tilemap *map, t_ivector tile);
+ t_tilemap *map, t_ivector tile);
/*
* Checks if a and b are colliding and returns the direction relative to a.
@@ -83,3 +83,23 @@ static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size,
}
return (0);
}
+
+void move_and_slide(t_player *player, t_tilemap *map)
+{
+ t_vector move_pos;
+
+ move_pos.x = player->position.x + player->velocity.x;
+ move_pos.y = player->position.y;
+
+ if ((check_wall_collision(move_pos, player->size, map) & (RIGHT | LEFT)) == 0)
+ player->position.x = move_pos.x;
+ else
+ player->velocity.x = 0;
+
+ move_pos.x = player->position.x;
+ move_pos.y = player->position.y + player->velocity.y;
+ if ((check_wall_collision(move_pos, player->size, map) & (UP | DOWN)) == 0)
+ player->position.y = move_pos.y;
+ else
+ player->velocity.y = 0;
+}