#include "collide.h" #include "draw.h" #define PLAYER_SIDES 11 #define LEVEL_WIDTH 28 char collide(int x, int y, char level[], char tile) { if ((level[(int)(x/16) + (int)(y/16) * LEVEL_WIDTH] == tile) || (level[(int)(x/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) || (level[(int)((x+PLAYER_SIDES)/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) || (level[(int)((x+PLAYER_SIDES)/16) + (int)(y/16) * LEVEL_WIDTH] == tile)) return 1; return 0; } char collide_point(int x, int y, char level[], char tile) { return (level[(int)(x/16) + (int)(y/16) * LEVEL_WIDTH] == tile); } char collide_solid(int x, int y, char level[]) { return (collide(x, y, level, '0') || collide(x, y, level, '^') || collide(x, y, level, '~') || collide(x, y, level, '#')); } char collide_and_erase(int x, int y, char level[], char tile) { char collided = 0; if (collide_point(x, y, level, tile)) { erase_tile(x, y, level); collided = 1; } if (collide_point(x + 11, y, level, tile)) { erase_tile(x + 11, y, level); collided = 1; } if (collide_point(x, y + 11, level, tile)) { erase_tile(x, y + 11, level); collided = 1; } if (collide_point(x + 11, y + 11, level, tile)) { erase_tile(x + 11, y + 11, level); collided = 1; } return collided; }