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jtmm2-old/src/collide.c

50 lines
1.5 KiB
C

#include <gint/defs/types.h>
#include <stdbool.h>
#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;
}