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#include <stdbool.h>
#include "engine/entity.h"
#include "engine/maths.h"
/*
PLAYER: (pos on X)
,___,
| |
| X |
|___|
*/
bool hh_collision(vec_cor pos1, vec2 pos2){
if (pos2.x == CLAMP(pos2.x, pos1.x, pos1.x+16)){// hit x
return true;
}
if (pos2.y == CLAMP(pos2.y, pos1.y, pos1.y+16)){// hit y
return true;
}
return false;
}
void hh_solve_collision(vec2 pos_environment, hh_entity* entity){
if (!hh_collision(pos_environment,entity->pos))
return;
printf("BONK!/n");
// if (entity->vel.y > 0){
// entity->pos.y = MAX(entity->pos.y,pos_environment.y);
// entity->vel.y = 0;
// } else {
// entity->pos.y = MIN(entity->pos.y,pos_environment.y);
// entity->vel.y = 0;
// }
// if (entity->vel.x <= 0){
// entity->pos.x = MIN(entity->pos.x,pos_environment.x-16);
// entity->vel.x = 0;
// } else {
// entity->pos.x = MAX(entity->pos.x,pos_environment.x+16);
// entity->vel.x = 0;
// }
}
hh_entity hh_background_collision (hh_entity temp_old_entity,hh_entity temp_new_entity){
temp_old_entity.is_grounded = false;
// solves x collision
if (temp_old_entity.vel.x <= 0) {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 0})) ||
hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_old_entity.pos.y + 15}))) {
temp_new_entity.pos.x = (temp_new_entity.pos.x & ~15) + 16,
temp_new_entity.vel.x = 0;
}
} else {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 0})) ||
hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 16, .y=temp_old_entity.pos.y + 15}))) {
temp_new_entity.pos.x = temp_new_entity.pos.x & ~15, // <-- magic comma, NOT TOUCHY
temp_new_entity.vel.x = 0;
}
}
//solves y collision
if (temp_old_entity.vel.y <= 0) {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 0})) ||
hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 0}))) {
temp_new_entity.pos.y = (temp_new_entity.pos.y & ~15) + 16,
temp_new_entity.vel.y = 0;
}
} else {
if (hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 0, .y=temp_new_entity.pos.y + 15})) ||
hh_colidable(hh_world_to_tile((vec2){.x=temp_new_entity.pos.x + 15, .y=temp_new_entity.pos.y + 15}))) {
temp_new_entity.pos.y = temp_new_entity.pos.y & ~15,
temp_new_entity.vel.y = 0;
temp_old_entity.is_grounded = true;
}
}
temp_old_entity.pos = temp_new_entity.pos;
temp_old_entity.vel = temp_new_entity.vel;
return temp_old_entity;
}
hh_entity hh_enemy_collision(hh_entity temp_player, hh_entity temp_enemy){
bool collide = hh_distance_circles( temp_player.pos, temp_enemy.pos, temp_player.radius, temp_enemy.radius);
if (collide == true && temp_player.is_hit == false)
{
temp_player.is_hit = true;
//angle = atan2( tempEntity.pos_y - tempPlayer.pos_y, tempEntity.pos_x - tempPlayer.pos_x);
if(temp_player.pos.x <= temp_enemy.pos.x) //player left of enemy -- creates flinch movement L or R
{
// printf("BONK-left!/n");
temp_player.vel.y = -5;
temp_player.vel.x = -8;
} else {
// printf("BONK-right!/n");
temp_player.vel.y = -5;
temp_player.vel.x = 8;
}
// ghost mode / invulnerable or other things on hit
// temp_player.hp--;
} else {
temp_player.is_hit = false;
}
return temp_player;
}
bool hh_distance_circles (vec2 object_1, vec2 object_2, int radius_1, int radius_2){
int a_squared = (object_1.x - object_2.x) * (object_1.x - object_2.x);
int b_squared = (object_1.y - object_2.y) * (object_1.y - object_2.y);
int c_squared = a_squared + b_squared;
int radius = ( radius_1 + radius_2) * ( radius_1 + radius_2 );
if( c_squared <= radius ){
return true;
} else {
return false;
}
}
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