fully fixed collision
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Build Project / build (ubuntu-latest) (push) Failing after 13m38s

This commit is contained in:
swim67667
2026-06-28 14:40:40 -04:00
parent fded40cbd9
commit 277bedf122
2 changed files with 29 additions and 15 deletions

View File

@@ -17,26 +17,40 @@ void checkCollision(){
if(!en2->active){ if(!en2->active){
continue; continue;
} }
printf("%d\n", en1->headgrounded); //calculate overlap
float half = (en1->size + en2->size) * 0.5f; float half = (en1->size + en2->size) * 0.5f;
float overlapX = half - fabsf(en1->position.x - en2->position.x); float overlapXcheck = half - fabsf(en1->position.x - en2->position.x);
float overlapXapply = ((en1->size + en2->size) * 0.43f) - fabsf(en1->position.x - en2->position.x);
float overlapY = half - fabsf(en1->position.y - en2->position.y); float overlapY = half - fabsf(en1->position.y - en2->position.y);
// check if any overlap
if (overlapX > 0 && overlapY > 0) if (overlapXcheck > 0 && overlapY > 0)
{ {
if (overlapY < overlapX && en1->position.y < en2->position.y) if (overlapY < overlapXapply)
{ {
// top collision if (en1->position.y < en2->position.y)
en1->position.y = en2->position.y - half; {
en1->velocity.y = 0; // if the first entity is above the second put norml force on first entity
en1->velocity.x *= en2->drag; en1->position.y = en2->position.y - half;
en1->headgrounded = true; en1->velocity.y = 0;
} else { en1->velocity.x *= en2->drag;
en1->headgrounded = false; en1->headgrounded = true;
float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5); }
float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4); else
{
// if the second entity is above the fisrt put norml force on second entity
en2->position.y = en1->position.y - half;
en2->velocity.y = 0;
en2->velocity.x *= en1->drag;
en2->headgrounded = true;
}
}
else
{
// push apart calculation
float forcex = fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
//direction resolution
if(en1->position.x < en2->position.x){ if(en1->position.x < en2->position.x){
//kill velocity so they cant go throughe achother
en1->velocity.x=0; en1->velocity.x=0;
en2->velocity.x=0; en2->velocity.x=0;
ApplyForce( ApplyForce(

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