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
+4
View File
@@ -247,6 +247,10 @@ Projectiles CreateProjectiles(void);
void UpdateProjectiles(Projectiles *projectiles);
void RenderProjectiles(Projectiles *projectiles);
void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies);
void CheckEnemyEnemyCollisions(Enemies *enemies);
void CheckProjectileEnemyCollisions(Projectiles *projectiles, Enemies *enemies);
void InitGame(App *app);
void UpdateGame(App *app);
void RenderComponents(App *app);
+3
View File
@@ -69,6 +69,9 @@ void UpdateGame(App *app) {
UpdateEnemies(&g->enemies);
UpdateIslands(&g->islands);
UpdateProjectiles(&g->projectiles);
CheckPlayerEnemyCollisions(GetPlayer(), &app->game.enemies);
CheckEnemyEnemyCollisions(&app->game.enemies);
CheckProjectileEnemyCollisions(&app->game.projectiles, &app->game.enemies);
}
void RenderComponents(App *app) {
+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++) {
}
}
}
+72 -64
View File
@@ -1,81 +1,89 @@
#include "app.h"
const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}
};
Enemies CreateEnemies(void) {
Enemies enemies = {.count = MAX_ENEMIES};
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
Texture2D texture = LoadTexture(textureAsset.path);
float frameWidth = textureAsset.frameWidth;
float rotation = textureAsset.rotation;
Enemies CreateEnemies(void){
Enemies enemies = {.count = MAX_ENEMIES};
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
Texture2D texture = LoadTexture(textureAsset.path);
float frameWidth = textureAsset.frameWidth;
float rotation = textureAsset.rotation;
for (int i = 0; i < enemies.count; i++) {
enemies.sprite[i] = (Sprite){
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE};
for (int i = 0; i < enemies.count; i++)
{
enemies.sprite[i] = (Sprite){
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
};
enemies.animation[i] = (Animation){.state = 1,
.currentFrame = 0,
.maxFrame = 2,
.framesCounter = 0,
.framesSpeed = 2.0f,
.animTimer = 0.0f};
enemies.animation[i] = (Animation){
.state = 1,
.currentFrame = 0,
.maxFrame = 2,
.framesCounter = 0,
.framesSpeed = 2.0f,
.animTimer = 0.0f
};
Rectangle cameraRec = GetCameraRectangle();
Rectangle cameraRec = GetCameraRectangle();
enemies.physics[i] =
(Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f};
enemies.physics[i] = (Physics){
.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f,
.weight = 5.0f
};
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
}
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
return enemies;
}
return enemies;
}
void UpdateEnemies(Enemies *enemies) {
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
void UpdateEnemies(Enemies *enemies){
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
for (int i = 0; i < enemies->count; i++) {
if (enemies->arrived[i]) {
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false;
}
if (CheckCollisionPointCircle(enemies->physics[i].position,
enemies->destPos[i], 10.0F)) {
enemies->arrived[i] = true;
}
if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
camera->target) > 1000) {
enemies->physics[i].position =
GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
enemies->destPos[i]);
UpdatePhysics(&enemies->physics[i], dir);
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
UpdateAnimation(&enemies->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&enemies->sprite[i],
&(Vector2){enemies->sprite[i].frameSize.x *
enemies->animation[i].currentFrame,
enemies->sprite[i].frameSize.y});
}
for (int i = 0; i < enemies->count; i++)
{
if(enemies->arrived[i])
{
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false;
}
if(CheckCollisionPointCircle(enemies->physics[i].position, enemies->destPos[i], 10.0F))
{
enemies->arrived[i] = true;
}
if(GetDistanceBetweenTwoVectors(enemies->physics[i].position, camera->target) > 1000){
enemies->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, enemies->destPos[i]);
UpdatePhysics(&enemies->physics[i], dir);
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
UpdateAnimation(&enemies->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&enemies->sprite[i], &(Vector2){enemies->sprite[i].frameSize.x * enemies->animation[i].currentFrame, enemies->sprite[i].frameSize.y});
}
}
void RenderEnemies(Enemies *enemies) {
void RenderEnemies(Enemies *enemies){
for (int i = 0; i < enemies->count; i++)
{
RenderSprite(&enemies->sprite[i]);
}
for (int i = 0; i < enemies->count; i++) {
RenderSprite(&enemies->sprite[i]);
}
}
+2 -1
View File
@@ -57,7 +57,8 @@ void CreatePlayer(void)
Physics playerPhysics = {
.position = (Vector2){0.0f,0.0f},
.direction = (Vector2){0.0f, 0.0f},
.speed = playerSpeeds[ANCHOR]
.speed = playerSpeeds[ANCHOR],
.weight = 10.0f
};
Player* player = GetPlayer();