feat: add projectile collision

This commit is contained in:
huaqo-games
2026-07-04 23:47:42 +02:00
parent d4754f6f78
commit c9fa6e6e83
4 changed files with 36 additions and 30 deletions
+3 -3
View File
@@ -247,9 +247,9 @@ 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 CheckPlayerCollisions(Player *player, Enemies *enemies);
void CheckEnemyCollisions(Enemies *enemies);
void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player);
void InitGame(App *app);
void UpdateGame(App *app);
+3 -3
View File
@@ -69,9 +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);
CheckPlayerCollisions(GetPlayer(), &app->game.enemies);
CheckEnemyCollisions(&app->game.enemies);
CheckProjectileCollisions(&app->game.projectiles, &app->game.enemies, GetPlayer());
}
void RenderComponents(App *app) {
+30 -17
View File
@@ -1,24 +1,25 @@
#include "app.h"
#include <raylib.h>
void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
float playerCollisionRadius = 8.0f;
float enemiesCollisionRadius = 8.0f;
float projectilesCollisionRadius = 2.0f;
void CheckPlayerCollisions(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;
float minDist = playerCollisionRadius + enemiesCollisionRadius;
if (CheckCollisionCircles(playerPos, playerRadius, enemiesPos,
enemiesRadius)) {
if (CheckCollisionCircles(playerPos, playerCollisionRadius, enemiesPos,
enemiesCollisionRadius)) {
float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
float overlap = minDist - dist;
if (dist > 0.0f) {
Vector2 collisionVector = GetDirectionBetweenTwoVectors(
enemies->physics[i].position, player->physics.position);
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);
@@ -28,17 +29,17 @@ void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
}
}
}
void CheckEnemyEnemyCollisions(Enemies *enemies) {
void CheckEnemyCollisions(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;
float minDist = enemiesCollisionRadius * 2;
if (CheckCollisionCircles(posA, enemiesRadius, posB, enemiesRadius)) {
if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB, enemiesCollisionRadius)) {
Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
@@ -66,10 +67,22 @@ void CheckEnemyEnemyCollisions(Enemies *enemies) {
}
}
void CheckProjectileEnemyCollisions(Projectiles *projectiles,
Enemies *enemies) {
for (int i = 0; i < projectiles->count; i++) {
for (int j = 0; j < enemies->count; j++) {
void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player) {
for (int i = 0; i < projectiles->count; i++) {
for (int j = 0; j < enemies->count; j++) {
Vector2 projectilePos = projectiles->physics[i].position;
Vector2 enemyPos = enemies->physics[j].position;
Vector2 playerPos = player->physics.position;
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, enemyPos, enemiesCollisionRadius)) {
Rectangle cameraRec = GetCameraRectangle();
enemies->physics[j].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, playerPos, playerCollisionRadius)){
// End screen or player health reduction here
}
}
}
}
}
-7
View File
@@ -1,7 +0,0 @@
#include "app.h"
Ship InitShip(int shipID) {
Config config;
InitConfig(&config, "config/ships.ini");
Ship ship;
}