very bad collision(work in progress)
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@@ -2,7 +2,10 @@
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#include <math.h>
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#include "config.h"
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#include "collision.h"
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<<<<<<< HEAD
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#include "player.h"
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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void checkCollision(){
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float playerx=0.0;
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@@ -21,6 +24,7 @@ void checkCollision(){
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if(playerx-(plrsize/2)<objposx+(objsize/2) && playerx-(plrsize/2)>objposx-(objsize/2)){
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ApplyForce(
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e,
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<<<<<<< HEAD
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(Vector2){10000, 1000}
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);
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if(dir){
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@@ -35,6 +39,14 @@ void checkCollision(){
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(Vector2){-(curhorvel*3), 1000}
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);
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}
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=======
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(Vector2){1000, 1000}
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);
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ApplyForce(
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player,
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(Vector2){-1000, 1000}
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);
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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}
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}
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else{
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@@ -7,7 +7,10 @@
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// let's a go!
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float curhorvel=0.0f; //current horizonatal velocity
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<<<<<<< HEAD
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bool dir=0;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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void UpdatePlayerControls(void)
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{
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// if there isn't a player, you probably can't do much
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@@ -20,7 +23,10 @@ void UpdatePlayerControls(void)
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// if a key pressed, push player to the left
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if (IsKeyDown(KEY_A))
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{
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<<<<<<< HEAD
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dir=1;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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if(curhorvel<MAX_PLAYER_SPEED){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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}
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@@ -32,7 +38,10 @@ void UpdatePlayerControls(void)
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// if d key pressed, push player to the right
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else if (IsKeyDown(KEY_D))
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{
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<<<<<<< HEAD
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dir=0;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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if(curhorvel<=MAX_PLAYER_SPEED){
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curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
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}
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@@ -3,8 +3,11 @@
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// FUNction declaration! yay!!!
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// run by main.c constantly to allow player input.
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<<<<<<< HEAD
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extern bool dir;
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extern float curhorvel;
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=======
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>>>>>>> dff3a5d2c4b8cd3d6d86ab9792e394cd0d27a619
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void UpdatePlayerControls(void);
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#endif
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