collision/more physics updates
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@@ -3,34 +3,42 @@
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#include "config.h"
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#include "collision.h"
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#include "player.h"
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#include <stdio.h>
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void checkCollision(){
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for(int u=0; u<=MAX_ENTITIES-1; u++){
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Entity *en1 = &entities[u];
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if(!en1->active){
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continue;
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}
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en1->headgrounded = false;
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for(int j=u+1; j<=MAX_ENTITIES-1; j++){
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if(u!=j){
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Entity *en2 = &entities[j];
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if(!en2->active){
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continue;
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}
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if (fabsf(en1->position.x - en2->position.x) < (en1->size * 0.5f + en2->size * 0.5f) && fabsf(en1->position.y - en2->position.y) < (en1->size * 0.5f + en2->size * 0.5f))
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printf("%d\n", en1->headgrounded);
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float half = (en1->size + en2->size) * 0.5f;
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float overlapX = half - fabsf(en1->position.x - en2->position.x);
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float overlapY = half - fabsf(en1->position.y - en2->position.y);
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if (overlapX > 0 && overlapY > 0)
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{
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if (overlapY < overlapX && en1->position.y < en2->position.y)
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{
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float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale);
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// top collision
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en1->position.y = en2->position.y - half;
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en1->velocity.y = 0;
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en1->velocity.x *= en2->drag;
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en1->headgrounded = true;
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} else {
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en1->headgrounded = false;
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float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
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float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
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if(en1->position.y+en1->size*0.6f <= en2->position.y+en2->size*0.5f){
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ApplyForce(
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en1,
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(Vector2){0, -((en1->mass*g))}
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);
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en1->velocity.y = en1->velocity.y * 0.1f;
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en1->velocity.x = en1->velocity.x * en2->drag;
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}
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else if(en1->position.x < en2->position.x){
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if(en1->position.x < en2->position.x){
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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(Vector2){-forcex, 0}
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@@ -41,6 +49,8 @@ void checkCollision(){
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);
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}
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else{
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en1->velocity.x=0;
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en2->velocity.x=0;
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ApplyForce(
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en1,
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(Vector2){forcex, 0}
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@@ -50,6 +60,7 @@ void checkCollision(){
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(Vector2){-forcex, 0}
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);
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}
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}
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}
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}
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}
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