feat: add player health reduction on collision
This commit is contained in:
+33
-19
@@ -2,7 +2,7 @@
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float playerCollisionRadius = 8.0f;
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float playerCollisionRadius = 8.0f;
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float enemiesCollisionRadius = 8.0f;
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float enemiesCollisionRadius = 8.0f;
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float projectilesCollisionRadius = 2.0f;
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float projectilesCollisionRadius = 1.0f;
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void CheckPlayerCollisions(Player *player, Enemies *enemies) {
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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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for (int i = 0; i < enemies->count; i++) {
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@@ -14,11 +14,15 @@ void CheckPlayerCollisions(Player *player, Enemies *enemies) {
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if (CheckCollisionCircles(playerPos, playerCollisionRadius, enemiesPos,
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if (CheckCollisionCircles(playerPos, playerCollisionRadius, enemiesPos,
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enemiesCollisionRadius)) {
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enemiesCollisionRadius)) {
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player->health -= 1;
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float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
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float dist = GetDistanceBetweenTwoVectors(playerPos, enemiesPos);
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float overlap = minDist - dist;
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float overlap = minDist - dist;
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if (dist > 0.0f) {
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if (dist > 0.0f) {
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Vector2 collisionVector = GetDirectionBetweenTwoVectors(enemies->physics[i].position, player->physics.position);
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Vector2 collisionVector = GetDirectionBetweenTwoVectors(
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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.x += collisionVector.x * overlap;
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player->physics.position.y += collisionVector.y * 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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Vector2 forward = RotationToVector2(player->rotation - 90.0f);
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@@ -38,7 +42,8 @@ void CheckEnemyCollisions(Enemies *enemies) {
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float minDist = enemiesCollisionRadius * 2;
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float minDist = enemiesCollisionRadius * 2;
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if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB, enemiesCollisionRadius)) {
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if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB,
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enemiesCollisionRadius)) {
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Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
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Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
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Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
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Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
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@@ -66,22 +71,31 @@ void CheckEnemyCollisions(Enemies *enemies) {
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}
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}
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}
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}
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player) {
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void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
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for (int i = 0; i < projectiles->count; i++) {
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Player *player) {
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for (int j = 0; j < enemies->count; j++) {
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for (int i = 0; i < projectiles->count; i++) {
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Vector2 projectilePos = projectiles->physics[i].position;
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if (!projectiles->active[i])
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Vector2 enemyPos = enemies->physics[j].position;
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continue;
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Vector2 playerPos = player->physics.position;
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Vector2 projectilePos = projectiles->physics[i].position;
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for (int j = 0; j < enemies->count; j++) {
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Vector2 enemyPos = enemies->physics[j].position;
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, enemyPos, enemiesCollisionRadius)) {
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
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Rectangle cameraRec = GetCameraRectangle();
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enemyPos, enemiesCollisionRadius)) {
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enemies->physics[j].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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Rectangle cameraRec = GetCameraRectangle();
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}
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enemies->physics[j].position =
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GetPositionOutsideRectangle(cameraRec, 100, 1000);
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, playerPos, playerCollisionRadius)){
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}
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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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if (!projectiles->active[i])
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continue;
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Vector2 playerPos = player->physics.position;
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if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
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playerPos, playerCollisionRadius)) {
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player->health -= 20;
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}
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}
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}
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}
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