still wip
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@@ -4,5 +4,36 @@
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#include "collision.h"
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void checkCollision(){
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for(int i; s)
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float playerx=0.0;
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float playery=0.0;
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float plrsize=0.0;
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for (int i = 0; i < MAX_ENTITIES; i++){
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Entity *e = &entities[i];
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if (!e->active)
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continue;
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if(e->isPlayer == false){
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float objposx=e->position.x;
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//float objposy=e->position.y;
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float objsize=e->size;
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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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(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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}
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}
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else{
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playerx=e->position.x;
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playery=e->position.y;
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if(playery==playery)
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plrsize=e->size;
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}
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}
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}
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8
src/collision.h
Normal file
8
src/collision.h
Normal file
@@ -0,0 +1,8 @@
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#ifndef COLLISION_H
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#define COLLISION_H
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// FUNction declaration! yay!!!
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// run by main.c constantly to allow player input.
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void checkCollision();
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#endif
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@@ -78,6 +78,7 @@ int main(void)
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{
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// allow player to be controlled, fit everything within the size of the screen
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UpdatePlayerControls();
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checkCollision();
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UpdateEntities(dt, screenWidth);
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simTime += dt;
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