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-rw-r--r--progress/src/colisiones.c150
1 files changed, 150 insertions, 0 deletions
diff --git a/progress/src/colisiones.c b/progress/src/colisiones.c
new file mode 100644
index 0000000..455db40
--- /dev/null
+++ b/progress/src/colisiones.c
@@ -0,0 +1,150 @@
+#include "main.h"
+
+void collisionDetect(GameState *gameState)
+{
+ ///Player 1
+ if(gameState->player1.y >= 420)
+ {
+ gameState->player1.y = 420;
+ gameState->player1.dy = 0;
+ gameState->player1.salto = 0;
+ }
+ if(gameState->player1.x <= 0)
+ {
+ gameState->player1.x = 0;
+ gameState->player1.dx = 0;
+ }
+ if(gameState->player1.x >= 600)
+ {
+ gameState->player1.x = 600;
+ gameState->player1.dx = 0;
+ }
+ for(int i = 0; i < gameState->maxE; i++)
+ {
+ float mw = gameState->player1.w, mh = gameState->player1.h;
+ float mx =gameState->player1.x, my = gameState->player1.y;
+ float bx = gameState->entidades[i].x, by = gameState->entidades[i].y, bw = gameState->entidades[i].w, bh = gameState->entidades[i].h;
+ if(mx+mw/2 > bx && mx+mw/2<bx+bw)
+ {
+ //are we bumping our head?
+ if(my < by+bh && my > by)
+ {
+ //correct y
+ gameState->player1.y = by+bh;
+ my = by+bh;
+
+ //bumped our head, stop any jump velocity
+ gameState->player1.dy = 0;
+ }
+ }
+ if(mx+mw > bx && mx<bx+bw)
+ {
+ //are we landing on the ledge
+ if(my+mh > by && my < by)
+ {
+ //correct y
+ gameState->player1.y = by-mh;
+ my = by-mh;
+
+ //landed on this ledge, stop any jump velocity
+ gameState->player1.dy = 0;
+ gameState->player1.salto = 0;
+ }
+ }
+
+ if(my+mh > by && my<by+bh)
+ {
+ //rubbing against right edge
+ if(mx < bx+bw && mx+mw > bx+bw)
+ {
+ //correct x
+ gameState->player1.x = bx+bw;
+ mx = bx+bw;
+
+ gameState->player1.dx = 0;
+ }
+ //rubbing against left edge
+ else if(mx+mw > bx && mx < bx)
+ {
+ //correct x
+ gameState->player1.x = bx-mw;
+ mx = bx-mw;
+
+ gameState->player1.dx = 0;
+ }
+ }
+ }
+
+ ///Player 2
+ if(gameState->player2.y >= 420)
+ {
+ gameState->player2.y = 420;
+ gameState->player2.dy = 0;
+ gameState->player2.salto = 0;
+ }
+ if(gameState->player2.x <= 0)
+ {
+ gameState->player2.x = 0;
+ gameState->player2.dx = 0;
+ }
+ if(gameState->player2.x >= 600)
+ {
+ gameState->player2.x = 600;
+ gameState->player2.dx = 0;
+ }
+ for(int i = 0; i < gameState->maxE; i++)
+ {
+ float mw = gameState->player2.w, mh = gameState->player2.h;
+ float mx =gameState->player2.x, my = gameState->player2.y;
+ float bx = gameState->entidades[i].x, by = gameState->entidades[i].y, bw = gameState->entidades[i].w, bh = gameState->entidades[i].h;
+ if(mx+mw/2 > bx && mx+mw/2<bx+bw)
+ {
+ //are we bumping our head?
+ if(my < by+bh && my > by)
+ {
+ //correct y
+ gameState->player2.y = by+bh;
+ my = by+bh;
+
+ //bumped our head, stop any jump velocity
+ gameState->player2.dy = 0;
+ }
+ }
+ if(mx+mw > bx && mx<bx+bw)
+ {
+ //are we landing on the ledge
+ if(my+mh > by && my < by)
+ {
+ //correct y
+ gameState->player2.y = by-mh;
+ my = by-mh;
+
+ //landed on this ledge, stop any jump velocity
+ gameState->player2.dy = 0;
+ gameState->player2.salto = 0;
+ }
+ }
+
+ if(my+mh > by && my<by+bh)
+ {
+ //rubbing against right edge
+ if(mx < bx+bw && mx+mw > bx+bw)
+ {
+ //correct x
+ gameState->player2.x = bx+bw;
+ mx = bx+bw;
+
+ gameState->player2.dx = 0;
+ }
+ //rubbing against left edge
+ else if(mx+mw > bx && mx < bx)
+ {
+ //correct x
+ gameState->player2.x = bx-mw;
+ mx = bx-mw;
+
+ gameState->player2.dx = 0;
+ }
+ }
+ }
+}