first shity collision system
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53
main.c
53
main.c
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@ -59,6 +59,7 @@ Vec2i player;
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const int player_radius = 25;
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const int player_speed = 5;
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Image map_collision;
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Texture map;
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Vector2 map_coord;
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const float map_factor = 2.0f;
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@ -244,6 +245,24 @@ Vector2 Vector2_cast(Vec2i vec)
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return v;
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}
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int circle_collision(Image map, Vec2i coord, float radius)
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{
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int count = 0;
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for (
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int x=MAX(0, MIN((coord.x-radius)/map_factor, map.width-1));
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x<MAX(0, MIN((coord.x+radius)/map_factor, map.width-1));
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x++) {
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for (
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int y=MAX(0, MIN((coord.y-radius)/map_factor, map.height-1));
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y<MAX(0, MIN((coord.y+radius)/map_factor, map.height-1));
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y++) {
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Color c = *(Color*)(map.data + sizeof(c)*map.width*y + sizeof(c)*x);
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count += c.r == 255 && c.b == 255 && c.g == 255 && c.a == 255;
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}
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}
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return count;
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}
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int main(void)
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{
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SetTraceLogLevel(LOG_ERROR);
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@ -253,7 +272,9 @@ int main(void)
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player = (Vec2i) {.x = screen.width/2, .y = screen.height/2};
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player_t = LoadTexture("data/player.png");
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map = LoadTexture("data/map2.png");
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map_collision = LoadImage("data/map_collision.png");
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map = LoadTexture("data/map_collision.png");
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ImageFormat(&map_collision, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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map_coord = (Vector2){
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screen.width/2 - map.width*map_factor/2,
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screen.height/2 - map.height*map_factor/2,
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@ -272,24 +293,31 @@ int main(void)
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if (IsWindowResized())
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handle_resize_window();
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if (!move_player_inside_trap(&player, trap, player_speed, DT)) {
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Cardinal direction = snap_player_inside_trap(&player, trap);
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move_map(&map_coord, direction, player_speed, DT);
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}
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// map
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DrawTextureEx(map, map_coord, 0.0f, map_factor, WHITE);
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Vector2 mouse = GetMousePosition();
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float angle = vector_angle((Vector2){player.x, player.y}, mouse);
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Vec2i old_player = player;
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Vector2 old_map_coord = map_coord;
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if (!move_player_inside_trap(&player, trap, player_speed, DT)) {
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Cardinal direction = snap_player_inside_trap(&player, trap);
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move_map(&map_coord, direction, player_speed, DT);
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}
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Vec2i player_map = screen_to_map_coord(player);
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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if (circle_collision(map_collision, player_map, player_radius)) {
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player = old_player;
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map_coord = old_map_coord;
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
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bullets[bullet_index] = (Bullet) {
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.coord = move_forward_angle(
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Vector2_cast(player_map),
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angle + 90, player_t.width/27
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angle + 90, player_radius
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),
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.angle = -angle,
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.lifetime = 5.0f,
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@ -311,6 +339,13 @@ int main(void)
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b->angle, WHITE
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);
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b->coord = move_forward_angle(b->coord, 90-b->angle, 27.0f);
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int collision = circle_collision(
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map_collision, Vec2i_cast(b->coord), bullet.height/2
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);
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if (collision) {
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b->lifetime = -1.0f;
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}
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}
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}
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@ -333,6 +368,8 @@ int main(void)
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(Vector2) {player_t.width/2, player_t.height/2},
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450 - angle, WHITE
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);
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DrawCircleV(Vector2_cast(player), player_radius, BLUE);
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}
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EndDrawing();
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}
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