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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* 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;
}
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