diff options
Diffstat (limited to 'src/collision.c')
| -rw-r--r-- | src/collision.c | 105 |
1 files changed, 105 insertions, 0 deletions
diff --git a/src/collision.c b/src/collision.c new file mode 100644 index 0000000..d21e321 --- /dev/null +++ b/src/collision.c @@ -0,0 +1,105 @@ +/* ************************************************************************** */ +/* */ +/* ::: :::::::: */ +/* collision.c :+: :+: :+: */ +/* +:+ +:+ +:+ */ +/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */ +/* +#+#+#+#+#+ +#+ */ +/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */ +/* 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); + +/* + * Checks if a and b are colliding and returns the direction relative to a. + * Example: The top left edge of a and the bottom right of b overlap. + * In this case, check_collision() will return (UP | LEFT). + */ +int check_collision(t_vector a_pos, t_ivector a_size, t_vector b_pos, + t_ivector b_size) +{ + int result; + + result = 0; + if (a_pos.x < b_size.x + b_pos.x && a_pos.x + a_size.x > b_pos.x + && a_pos.y < b_size.y + b_pos.y && a_pos.y + a_size.y > b_pos.y) + { + if (a_pos.x < b_pos.x) + result |= RIGHT; + if (a_pos.x > b_pos.x) + result |= LEFT; + if (a_pos.y < b_pos.y) + result |= DOWN; + if (a_pos.y > b_pos.y) + result |= UP; + } + return (result); +} + +int check_wall_collision(t_vector a_pos, t_ivector a_size, t_tilemap *map) +{ + int result; + t_ivector a_tile; + t_ivector check_tile; + int x; + int y; + + result = 0; + a_tile = screen_to_grid_pos(a_pos, map->tile_size); + x = -1; + while (x <= 1) + { + y = -1; + while (y <= 1) + { + check_tile.x = a_tile.x + x; + check_tile.y = a_tile.y + y; + result |= check_wall_collision_with_cell(a_pos, a_size, map, + check_tile); + y++; + } + x++; + } + return (result); +} + +static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size, + t_tilemap *map, t_ivector tile) +{ + t_vector wall_pos; + t_ivector wall_size; + + if (get_tile(map, tile.x, tile.y) == WALL) + { + wall_pos = grid_to_screen_pos(tile, map->tile_size); + wall_size.x = map->tile_size.x; + wall_size.y = map->tile_size.y; + return (check_collision(a_pos, a_size, wall_pos, wall_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; +} |
