diff options
Diffstat (limited to 'src/collision.c')
| -rw-r--r-- | src/collision.c | 87 |
1 files changed, 42 insertions, 45 deletions
diff --git a/src/collision.c b/src/collision.c index 5c16130..115b70a 100644 --- a/src/collision.c +++ b/src/collision.c @@ -6,61 +6,60 @@ /* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */ -/* Updated: 2024/05/15 13:20:29 by dkaiser ### ########.fr */ +/* Updated: 2024/05/15 15:19:54 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); +static int check_map_collision_for_tile(t_collider collider, t_tilemap *map, + t_ivector tile, enum e_tile type); /* * 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 check_collision(t_collider a, t_collider b) { 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.position.x < b.size.x + b.position.x && a.position.x + + a.size.x > b.position.x && a.position.y < b.size.y + b.position.y + && a.position.y + a.size.y > b.position.y) { - if (a_pos.x < b_pos.x) + if (a.position.x < b.position.x) result |= RIGHT; - if (a_pos.x > b_pos.x) + if (a.position.x > b.position.x) result |= LEFT; - if (a_pos.y < b_pos.y) + if (a.position.y < b.position.y) result |= DOWN; - if (a_pos.y > b_pos.y) + if (a.position.y > b.position.y) result |= UP; } return (result); } -int check_wall_collision(t_vector a_pos, t_ivector a_size, t_tilemap *map) +int check_map_collision(t_collider collider, t_tilemap *map, enum e_tile type) { int result; - t_ivector a_tile; + t_ivector local_tile; t_ivector check_tile; int x; int y; - result = 0; - a_tile = screen_to_grid_pos(a_pos, map->tile_size); + result = 0; + local_tile = screen_to_grid_pos(collider.position, 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); + check_tile.x = local_tile.x + x; + check_tile.y = local_tile.y + y; + result |= check_map_collision_for_tile(collider, map, check_tile, type); y++; } x++; @@ -68,46 +67,44 @@ int check_wall_collision(t_vector a_pos, t_ivector a_size, t_tilemap *map) return (result); } -static int check_wall_collision_with_cell(t_vector a_pos, t_ivector a_size, - t_tilemap *map, t_ivector tile) +static int check_map_collision_for_tile(t_collider collider, t_tilemap *map, + t_ivector tile, enum e_tile type) { - t_vector wall_pos; - t_ivector wall_size; + t_collider tile_collider; - if (get_tile(map, tile.x, tile.y) == WALL) + if (get_tile(map, tile.x, tile.y) == type) { - 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)); + tile_collider.position = grid_to_screen_pos(tile, map->tile_size); + tile_collider.size.x = map->tile_size.x; + tile_collider.size.y = map->tile_size.y; + return (check_collision(collider, tile_collider)); } return (0); } -void move_and_slide(t_player *player, t_tilemap *map, double delta_time) +void move_and_slide(t_actor *actor, t_tilemap *map, double delta_time) { - t_vector move_pos; - - move_pos.x = player->position.x + (player->velocity.x * delta_time); - move_pos.y = player->position.y; + t_collider c; - if ((check_wall_collision(move_pos, player->size, map) & (RIGHT | LEFT)) == 0) - player->position.x = move_pos.x; + c.size = actor->size; + c.position.x = actor->position.x + (actor->velocity.x * delta_time); + c.position.y = actor->position.y; + if ((check_map_collision(c, map, WALL) & (RIGHT | LEFT)) == 0) + actor->position.x = c.position.x; else - player->velocity.x = 0; - - move_pos.x = player->position.x; - move_pos.y = player->position.y + (player->velocity.y * delta_time); - if ((check_wall_collision(move_pos, player->size, map) & (UP | DOWN)) == 0) - player->position.y = move_pos.y; + actor->velocity.x = 0; + c.position.x = actor->position.x; + c.position.y = actor->position.y + (actor->velocity.y * delta_time); + if ((check_map_collision(c, map, WALL) & (UP | DOWN)) == 0) + actor->position.y = c.position.y; else - player->velocity.y = 0; + actor->velocity.y = 0; } -int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map) +int is_on_floor(t_collider collider, t_tilemap *map) { - pos.y += 5; - if (check_wall_collision(pos, size, map)) + collider.position.y += 5; + if (check_map_collision(collider, map, WALL)) return (1); return (0); } |
