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<<<<<<< HEAD
#include "maths.h"
#include "hh_entity.h"
bool hh_collision(const vec2& environment, const vec2& entity){
}
=======
#include <stdbool.h>
#include "hh_entity.h"
#include "maths.h"
/*
PLAYER: (pos on X)
,___,
| |
| X |
|___|
*/
bool hh_collision(vec2* pos1, vec2* pos2){
if (pos2->x == CLAMP(pos2->x,pos1->x,pos1->x+1.0f)){// hit x
return true;
}
if (pos2->y == CLAMP(pos2->y,pos1->y,pos1->y+0.99f)){// hit y
return true;
}
return false;
}
void hh_solve_collision(vec2* pos_environment, hh_entity* entity){
if (entity->vec.x > 0.0f){
entity->pos.x = MIN(entity->pos.x,pos_environment->x-1.0f);
entity->vec.x = 0.0f;
} else if (entity->vec.x < 0.0f){
entity->pos.x = MAX(entity->pos.x,pos_environment->x+1.0f);
entity->vec.x = 0.0f;
} else if (entity->vec.y > 0.0f){
entity->pos.x = MIN(entity->pos.x,pos_environment->x-1.0f);
entity->vec.x = 0.0f;
} else if (entity->vec.y < 0.0f){
entity->pos.x = MAX(entity->pos.x,pos_environment->x+1.0f);
entity->vec.x = 0.0f;
}
}
>>>>>>> 458d620a4ae17c42e97413a49db6c1c5f53393e5
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