collision/more physics updates
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This commit is contained in:
swim67667
2026-06-27 00:54:11 -04:00
parent 40747ec508
commit fded40cbd9
5 changed files with 35 additions and 21 deletions

View File

@@ -3,34 +3,42 @@
#include "config.h" #include "config.h"
#include "collision.h" #include "collision.h"
#include "player.h" #include "player.h"
#include <stdio.h>
void checkCollision(){ void checkCollision(){
for(int u=0; u<=MAX_ENTITIES-1; u++){ for(int u=0; u<=MAX_ENTITIES-1; u++){
Entity *en1 = &entities[u]; Entity *en1 = &entities[u];
if(!en1->active){ if(!en1->active){
continue; continue;
} }
en1->headgrounded = false;
for(int j=u+1; j<=MAX_ENTITIES-1; j++){ for(int j=u+1; j<=MAX_ENTITIES-1; j++){
if(u!=j){ if(u!=j){
Entity *en2 = &entities[j]; Entity *en2 = &entities[j];
if(!en2->active){ if(!en2->active){
continue; continue;
} }
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)) printf("%d\n", en1->headgrounded);
float half = (en1->size + en2->size) * 0.5f;
float overlapX = half - fabsf(en1->position.x - en2->position.x);
float overlapY = half - fabsf(en1->position.y - en2->position.y);
if (overlapX > 0 && overlapY > 0)
{ {
if (overlapY < overlapX && en1->position.y < en2->position.y)
float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale); {
// top collision
en1->position.y = en2->position.y - half;
en1->velocity.y = 0;
en1->velocity.x *= en2->drag;
en1->headgrounded = true;
} else {
en1->headgrounded = false;
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); float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
if(en1->position.y+en1->size*0.6f <= en2->position.y+en2->size*0.5f){ if(en1->position.x < en2->position.x){
ApplyForce( en1->velocity.x=0;
en1, en2->velocity.x=0;
(Vector2){0, -((en1->mass*g))}
);
en1->velocity.y = en1->velocity.y * 0.1f;
en1->velocity.x = en1->velocity.x * en2->drag;
}
else if(en1->position.x < en2->position.x){
ApplyForce( ApplyForce(
en1, en1,
(Vector2){-forcex, 0} (Vector2){-forcex, 0}
@@ -41,6 +49,8 @@ void checkCollision(){
); );
} }
else{ else{
en1->velocity.x=0;
en2->velocity.x=0;
ApplyForce( ApplyForce(
en1, en1,
(Vector2){forcex, 0} (Vector2){forcex, 0}
@@ -55,3 +65,4 @@ void checkCollision(){
} }
} }
} }
}

View File

@@ -10,6 +10,7 @@ typedef struct Entity
bool isPlayer; bool isPlayer;
bool affectedByGravity; bool affectedByGravity;
bool headgrounded;
float mass; float mass;
float size; float size;

View File

@@ -21,7 +21,7 @@ void UpdateEntities(float dt, int screenWidth)
bool onGround = IsGrounded(e); bool onGround = IsGrounded(e);
// Apply gravity force if enabled for this entity // Apply gravity force if enabled for this entity
if (e->affectedByGravity) if (e->affectedByGravity && !onGround)
{ {
ApplyForce( ApplyForce(
e, e,

View File

@@ -1,5 +1,6 @@
#include <stddef.h> #include <stddef.h>
#include "world.h" #include "world.h"
#include "collision.h"
// the beeg one. hooooooooooooooooh boy // the beeg one. hooooooooooooooooh boy
@@ -39,12 +40,12 @@ bool IsGrounded(Entity *e)
{ {
if (!e) if (!e)
return false; return false;
if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
return ( return true;
e->position.y + }
e->size * 0.5f >= else{
ground_y - 2.0f return false;
); }
} }
Entity *SpawnEntity( Entity *SpawnEntity(
@@ -76,6 +77,7 @@ Entity *SpawnEntity(
e->force = (Vector2){0, 0}; e->force = (Vector2){0, 0};
e->color = color; e->color = color;
e->headgrounded = false;
return e; return e;
} }

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