feat: add player health reduction on collision

This commit is contained in:
2026-07-05 20:36:17 +02:00
parent 5cae2e79d5
commit ede02b98eb
+33 -19
View File
@@ -2,7 +2,7 @@
float playerCollisionRadius = 8.0f;
float enemiesCollisionRadius = 8.0f;
float projectilesCollisionRadius = 2.0f;
float projectilesCollisionRadius = 1.0f;
void CheckPlayerCollisions(Player *player, Enemies *enemies) {
for (int i = 0; i < enemies->count; i++) {
@@ -14,11 +14,15 @@ void CheckPlayerCollisions(Player *player, Enemies *enemies) {
if (CheckCollisionCircles(playerPos, playerCollisionRadius, enemiesPos,
enemiesCollisionRadius)) {
player->health -= 1;
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);
@@ -38,7 +42,8 @@ void CheckEnemyCollisions(Enemies *enemies) {
float minDist = enemiesCollisionRadius * 2;
if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB, enemiesCollisionRadius)) {
if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB,
enemiesCollisionRadius)) {
Vector2 collisionVectorA = GetDirectionBetweenTwoVectors(posB, posA);
Vector2 collisionVectorB = GetDirectionBetweenTwoVectors(posA, posB);
@@ -66,22 +71,31 @@ void CheckEnemyCollisions(Enemies *enemies) {
}
}
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;
void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
Player *player) {
for (int i = 0; i < projectiles->count; i++) {
if (!projectiles->active[i])
continue;
Vector2 projectilePos = projectiles->physics[i].position;
for (int j = 0; j < enemies->count; j++) {
Vector2 enemyPos = enemies->physics[j].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
}
}
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
enemyPos, enemiesCollisionRadius)) {
Rectangle cameraRec = GetCameraRectangle();
enemies->physics[j].position =
GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
}
if (!projectiles->active[i])
continue;
Vector2 playerPos = player->physics.position;
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
playerPos, playerCollisionRadius)) {
player->health -= 20;
}
}
}