83 lines
3.2 KiB
C
83 lines
3.2 KiB
C
#include "world.h"
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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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#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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//calculate overlap
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float half = (en1->size + en2->size) * 0.5f;
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float overlapXcheck = half - fabsf(en1->position.x - en2->position.x);
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float overlapXapply = ((en1->size + en2->size) * 0.43f) - 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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// check if any overlap
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if (overlapXcheck > 0 && overlapY > 0)
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{
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if (overlapY < overlapXapply)
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{
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if (en1->position.y < en2->position.y)
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{
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// if the first entity is above the second put norml force on first entity
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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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}
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else
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{
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// if the second entity is above the fisrt put norml force on second entity
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en2->position.y = en1->position.y - half;
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en2->velocity.y = 0;
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en2->velocity.x *= en1->drag;
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en2->headgrounded = true;
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}
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}
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else
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{
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// push apart calculation
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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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//direction resolution
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if(en1->position.x < en2->position.x){
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//kill velocity so they cant go throughe achother
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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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);
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ApplyForce(
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en2,
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(Vector2){forcex, 0}
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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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);
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ApplyForce(
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en2,
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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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}
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}
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