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#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;
          }
        }
    }
}