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-rw-r--r--src/collision.c80
1 files changed, 65 insertions, 15 deletions
diff --git a/src/collision.c b/src/collision.c
index fee1452..a45f339 100644
--- a/src/collision.c
+++ b/src/collision.c
@@ -6,30 +6,80 @@
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */
-/* Updated: 2024/05/14 12:26:02 by dkaiser ### ########.fr */
+/* Updated: 2024/05/14 14:59:13 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
#include "so_long.h"
-int check_collision(t_vector a_pos, t_vector a_size, t_vector b_pos,
- t_vector b_size)
+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;
+ int result;
- result = 0;
+ 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;
- }
+ {
+ 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);
+}