feat: add projectile collision
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+3
-3
@@ -247,9 +247,9 @@ Projectiles CreateProjectiles(void);
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void UpdateProjectiles(Projectiles *projectiles);
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void RenderProjectiles(Projectiles *projectiles);
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void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies);
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void CheckEnemyEnemyCollisions(Enemies *enemies);
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void CheckProjectileEnemyCollisions(Projectiles *projectiles, Enemies *enemies);
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void CheckPlayerCollisions(Player *player, Enemies *enemies);
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void CheckEnemyCollisions(Enemies *enemies);
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player);
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void InitGame(App *app);
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void UpdateGame(App *app);
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+3
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@@ -69,9 +69,9 @@ void UpdateGame(App *app) {
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UpdateEnemies(&g->enemies);
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UpdateIslands(&g->islands);
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UpdateProjectiles(&g->projectiles);
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CheckPlayerEnemyCollisions(GetPlayer(), &app->game.enemies);
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CheckEnemyEnemyCollisions(&app->game.enemies);
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CheckProjectileEnemyCollisions(&app->game.projectiles, &app->game.enemies);
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CheckPlayerCollisions(GetPlayer(), &app->game.enemies);
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CheckEnemyCollisions(&app->game.enemies);
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CheckProjectileCollisions(&app->game.projectiles, &app->game.enemies, GetPlayer());
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}
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void RenderComponents(App *app) {
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+30
-17
@@ -1,24 +1,25 @@
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#include "app.h"
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#include <raylib.h>
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void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
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float playerCollisionRadius = 8.0f;
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float enemiesCollisionRadius = 8.0f;
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float projectilesCollisionRadius = 2.0f;
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void CheckPlayerCollisions(Player *player, Enemies *enemies) {
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for (int i = 0; i < enemies->count; i++) {
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Vector2 playerPos = player->physics.position;
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Vector2 enemiesPos = enemies->physics[i].position;
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float playerRadius = 8.0f;
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float enemiesRadius = 8.0f;
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float minDist = playerRadius + enemiesRadius;
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float minDist = playerCollisionRadius + enemiesCollisionRadius;
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if (CheckCollisionCircles(playerPos, playerRadius, enemiesPos,
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enemiesRadius)) {
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if (CheckCollisionCircles(playerPos, playerCollisionRadius, enemiesPos,
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enemiesCollisionRadius)) {
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float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
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float overlap = minDist - dist;
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if (dist > 0.0f) {
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Vector2 collisionVector = GetDirectionBetweenTwoVectors(
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enemies->physics[i].position, player->physics.position);
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Vector2 collisionVector = GetDirectionBetweenTwoVectors(enemies->physics[i].position, player->physics.position);
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player->physics.position.x += collisionVector.x * overlap;
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player->physics.position.y += collisionVector.y * overlap;
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Vector2 forward = RotationToVector2(player->rotation - 90.0f);
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@@ -28,17 +29,17 @@ void CheckPlayerEnemyCollisions(Player *player, Enemies *enemies) {
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}
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}
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}
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void CheckEnemyEnemyCollisions(Enemies *enemies) {
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void CheckEnemyCollisions(Enemies *enemies) {
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for (int a = 0; a < enemies->count; a++) {
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for (int b = a + 1; b < enemies->count; b++) {
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Vector2 posA = enemies->physics[a].position;
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Vector2 posB = enemies->physics[b].position;
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float enemiesRadius = 8.0f;
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float minDist = enemiesRadius * 2;
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float minDist = enemiesCollisionRadius * 2;
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if (CheckCollisionCircles(posA, enemiesRadius, posB, enemiesRadius)) {
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if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB, enemiesCollisionRadius)) {
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Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
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Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
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@@ -66,10 +67,22 @@ void CheckEnemyEnemyCollisions(Enemies *enemies) {
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}
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}
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void CheckProjectileEnemyCollisions(Projectiles *projectiles,
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Enemies *enemies) {
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for (int i = 0; i < projectiles->count; i++) {
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for (int j = 0; j < enemies->count; j++) {
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player) {
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for (int i = 0; i < projectiles->count; i++) {
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for (int j = 0; j < enemies->count; j++) {
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Vector2 projectilePos = projectiles->physics[i].position;
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Vector2 enemyPos = enemies->physics[j].position;
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Vector2 playerPos = player->physics.position;
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, enemyPos, enemiesCollisionRadius)) {
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Rectangle cameraRec = GetCameraRectangle();
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enemies->physics[j].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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}
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, playerPos, playerCollisionRadius)){
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// End screen or player health reduction here
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}
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}
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}
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}
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}
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@@ -1,7 +0,0 @@
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#include "app.h"
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Ship InitShip(int shipID) {
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Config config;
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InitConfig(&config, "config/ships.ini");
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Ship ship;
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}
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