Files
sinbad/src/appGameCollisions.c
T

102 lines
3.6 KiB
C

#include "app.h"
float playerCollisionRadius = 8.0f;
float enemiesCollisionRadius = 8.0f;
float projectilesCollisionRadius = 1.0f;
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 minDist = playerCollisionRadius + enemiesCollisionRadius;
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);
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 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 minDist = enemiesCollisionRadius * 2;
if (CheckCollisionCircles(posA, enemiesCollisionRadius, posB,
enemiesCollisionRadius)) {
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 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 (!projectiles->active[i])
continue;
Vector2 playerPos = player->physics.position;
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
playerPos, playerCollisionRadius)) {
player->health -= 20;
}
}
}