AST3_C/src/collide.c

43 lines
1.4 KiB
C

#include "collide.h"
#include "define.h"
#define DEAD_COLLISION 3 //make the collision with the deadly block less effective
char collide(int x, int y, char level[], char block) //detect if player is in a block
{
if((level[(int)(x/16) + (int)((y + PLAYER_HEIGHT)/16) * 25] == block ||
level[(int)((x + PLAYER_HEIGHT)/16) + (int)((y + PLAYER_HEIGHT)/16) * 25] == block ||
level[(int)(x/16) + (int)((y/16) * 25)] == block ||
level[(int)((x + PLAYER_HEIGHT)/16) + (int)((y/16) * 25)] == block)) return 1;
return 0;
}
char collide_solid(int x, int y, char level[])
{
return collide(x, y, level, '1')
|| collide(x, y, level, '3')
|| collide(x, y, level, '4')
|| collide(x, y, level, 'c')
|| collide(x, y, level, 'C')
|| collide(x, y, level, 'B')
|| collide(x, y, level, 'i');
}
char collide_dead(int x, int y, char level[])
{
return collide_point(x + DEAD_COLLISION, y + DEAD_COLLISION, level, 'd') ||
collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION, y + DEAD_COLLISION, level, 'd') ||
collide_point(x + DEAD_COLLISION, y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd') ||
collide_point(x + PLAYER_HEIGHT - DEAD_COLLISION, y + PLAYER_HEIGHT - DEAD_COLLISION, level, 'd');
}
char collide_point(int x, int y, char level[], char block)
{
return (level[(int)(x/16) + (int)(y/16) * 25] == block);
}
char collide_end(int x, int y, char level[])
{
return collide(x, y, level, 'e');
}