#include #include #include "collide.h" #include "conf.h" #include "level.h" #include "tiles.h" Tile_flags collide_point(Vec point, const Level *level, uint layer_id) { Vec cursor; /* the final position to test */ vec_cpy(&cursor, point); vec_div(&cursor, TILE_SIZE); /* get the expected tile ID */ if (point.x < 0 || point.y < 0 || cursor.x >= level->width || cursor.y >= level->height) { return 0; /* the point is out of bounds */ } else { const Tile tile_id = level->layers[layer_id][cursor.x + cursor.y * level->width]; return tile_get_flags(tile_id); } } Tile_flags player_collide_or(Player *player, Vec position, const Level *level, uint layer_id) { Vec pos; vec_cpy(&pos, position); Tile_flags flags = 0; flags |= collide_point(pos, level, layer_id); pos.x += player->hbox.x; flags |= collide_point(pos, level, layer_id); pos.y += player->hbox.y; flags |= collide_point(pos, level, layer_id); pos.x -= player->hbox.x; flags |= collide_point(pos, level, layer_id); return flags; } Tile_flags player_collide_and(Player *player, Vec position, const Level *level, uint layer_id) { Vec pos; vec_cpy(&pos, position); Tile_flags flags = -1; flags &= collide_point(pos, level, layer_id); pos.x += player->hbox.x; flags &= collide_point(pos, level, layer_id); pos.y += player->hbox.y; flags &= collide_point(pos, level, layer_id); pos.x -= player->hbox.x; flags &= collide_point(pos, level, layer_id); return flags; }