diff options
Diffstat (limited to 'src/player.c')
| -rw-r--r-- | src/player.c | 62 |
1 files changed, 60 insertions, 2 deletions
diff --git a/src/player.c b/src/player.c index 99a9c8a..55c6d38 100644 --- a/src/player.c +++ b/src/player.c @@ -5,6 +5,7 @@ #include "rodeo/collision.h" #include "bullet.h" #include "sprite.h" +#include "wall.h" struct player_t { @@ -157,10 +158,10 @@ void player_enemy_resolver( ) { if (player.hp <= 0) { - rodeo_log( + /*rodeo_log( rodeo_logLevel_info, "player is dead" - ); + );*/ } else if (player.damage_timer > 1000.0) { rodeo_log( rodeo_logLevel_info, @@ -180,6 +181,63 @@ detect_player_enemy_collisions(void) rodeo_collision_2d_world_compare_other(&player_collision_world, get_enemies_world(), player_enemy_resolver); } +void player_wall_resolver( + rodeo_collision_2d_world_item_t *player_collision, + rodeo_collision_2d_world_item_t *wall_collision +) +{ + rodeo_collision_2d_world_item_t *p = player_collision; + rodeo_collision_2d_world_item_t *w = wall_collision; + rodeo_rectangle_t step = (rodeo_rectangle_t){ + .x = p->x + p->dx * rodeo_frame_time_get(), + .y = p->y + p->dy * rodeo_frame_time_get(), + .width = p->width, + .height = p->height + }; + rodeo_rectangle_t intersection = rodeo_collision_2d_get_collision_rect(p, w); + if (intersection.width < intersection.height) { + if (intersection.x == step.x) { + p->x = w->x + w->width; + if (p->dx < 0) { + p->dx = 0; + } + } else { + p->x = w->x - p->width; + if (p->dx > 0) { + p->dx = 0; + } + } + } + else if (intersection.height < intersection.width) { + if (intersection.y == step.y) { + p->y = w->y + w->height; + if (p->dy < 0) { + p->dy = 0; + } + } else { + p->y = w->y - p->height; + if (p->dy > 0) { + p->dy = 0; + } + } + } + else if (p->width == w->width && p->height == w->height) { + p->dx = 0; + p->dy = 0; + } + rodeo_log( + rodeo_logLevel_info, + "%d collided with %d", + p->id.id, w->id.id + ); +} + +void +detect_player_wall_collisions(void) +{ + rodeo_collision_2d_world_compare_other(&player_collision_world, get_wall_world(), player_wall_resolver); +} + cvec_collision_2d_world_item_value * get_player_position(void) { |
