/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/08 14:14:02 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 14:48:10 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 14:58:14 by dkaiser ### ########.fr */
/* */
/* ************************************************************************** */
int y;
} t_ivector;
+typedef struct s_collider
+{
+ t_vector position;
+ t_ivector size;
+} t_collider;
+
typedef struct s_actor
{
t_vector position;
t_vector grid_to_screen_pos(t_ivector grid_pos, t_ivector tile_size);
t_ivector screen_to_grid_pos(t_vector screen_pos, t_ivector tile_size);
enum e_tile get_tile(t_tilemap *map, int x, int y);
-int check_collision(t_vector a_pos, t_ivector a_size,
- t_vector b_pos, t_ivector b_size);
-int check_wall_collision(t_vector a_pos, t_ivector a_size,
+int check_collision(t_collider a, t_collider b);
+int check_wall_collision(t_collider collider,
t_tilemap *map);
void move_and_slide(t_actor *actor, t_tilemap *map,
double delta_time);
-int is_on_floor(t_vector pos, t_ivector size, t_tilemap *map);
+int is_on_floor(t_collider collider, t_tilemap *map);
#endif // SO_LONG_H
/* By: dkaiser <dkaiser@student.42heilbronn.de +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/05/14 11:48:59 by dkaiser #+# #+# */
-/* Updated: 2024/05/15 14:47:26 by dkaiser ### ########.fr */
+/* Updated: 2024/05/15 15:02:47 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_wall_collision_with_cell(t_collider collider, 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 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_wall_collision(t_collider collider, t_tilemap *map)
{
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_wall_collision_with_cell(collider, 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)
+static int check_wall_collision_with_cell(t_collider collider, t_tilemap *map,
+ t_ivector tile)
{
- t_vector wall_pos;
- t_ivector wall_size;
+ t_collider wall;
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));
+ wall.position = 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(collider, wall));
}
return (0);
}
-void move_and_slide(t_actor *actor, 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 = actor->position.x + (actor->velocity.x * delta_time);
- move_pos.y = actor->position.y;
+ t_collider c;
- if ((check_wall_collision(move_pos, actor->size, map) & (RIGHT | LEFT)) == 0)
- actor->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_wall_collision(c, map) & (RIGHT | LEFT)) == 0)
+ actor->position.x = c.position.x;
else
actor->velocity.x = 0;
-
- move_pos.x = actor->position.x;
- move_pos.y = actor->position.y + (actor->velocity.y * delta_time);
- if ((check_wall_collision(move_pos, actor->size, map) & (UP | DOWN)) == 0)
- actor->position.y = move_pos.y;
+ c.position.x = actor->position.x;
+ c.position.y = actor->position.y + (actor->velocity.y * delta_time);
+ if ((check_wall_collision(c, map) & (UP | DOWN)) == 0)
+ actor->position.y = c.position.y;
else
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_wall_collision(collider, map))
return (1);
return (0);
}