feat: add collisionhandling

This commit is contained in:
huaqo-games
2026-06-29 18:15:31 +02:00
parent c27ada5352
commit 1996345459
5 changed files with 156 additions and 65 deletions
+75
View File
@@ -0,0 +1,75 @@
#include "app.h"
#include <raylib.h>
void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
for (int i = 0; i < enemies->count; i++) {
Vector2 playerPos = player->physics.position;
Vector2 enemiesPos = enemies->physics[i].position;
float playerRadius = 8.0f;
float enemiesRadius = 8.0f;
float minDist = playerRadius + enemiesRadius;
if (CheckCollisionCircles(playerPos, playerRadius, enemiesPos,
enemiesRadius)) {
float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
float overlap = minDist - dist;
if (dist > 0.0f) {
Vector2 collisionVector = GetDirectionBetweenTwoVectors(
enemies->physics[i].position, player->physics.position);
player->physics.position.x += collisionVector.x * overlap;
player->physics.position.y += collisionVector.y * overlap;
Vector2 forward = RotationToVector2(player->rotation - 90.0f);
float side = Cross2D(forward, collisionVector);
player->rotation += side * 120.0f * GetFrameTime();
}
}
}
}
void CheckEnemyEnemyCollisions(Enemies *enemies) {
for (int a = 0; a < enemies->count; a++) {
for (int b = a + 1; b < enemies->count; b++) {
Vector2 posA = enemies->physics[a].position;
Vector2 posB = enemies->physics[b].position;
float enemiesRadius = 8.0f;
float minDist = enemiesRadius * 2;
if (CheckCollisionCircles(posA, enemiesRadius, posB, enemiesRadius)) {
Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
float dist = GetDistanceBetweenTwoVectors(posA, posB);
float overlap = minDist - dist;
if (dist > 0.0f) {
enemies->physics[a].position.x += collisionVectorA.x * overlap * 0.5f;
enemies->physics[a].position.y += collisionVectorA.y * overlap * 0.5f;
enemies->physics[b].position.x += collisionVectorB.x * overlap * 0.5f;
enemies->physics[b].position.y += collisionVectorB.y * overlap * 0.5f;
Vector2 forwardA =
RotationToVector2(enemies->sprite[a].rotation - 90.0f);
Vector2 forwardB =
RotationToVector2(enemies->sprite[b].rotation - 90.0f);
float sideA = Cross2D(forwardA, collisionVectorA);
float sideB = Cross2D(forwardB, collisionVectorB);
enemies->sprite[a].rotation += sideA * 120.0f * GetFrameTime();
enemies->sprite[b].rotation += sideB * 120.0f * GetFrameTime();
}
}
}
}
}
void CheckProjectileEnemyCollisions(Projectiles *projectiles,
Enemies *enemies) {
for (int i = 0; i < projectiles->count; i++) {
for (int j = 0; j < enemies->count; j++) {
}
}
}