#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;
}
}
}
}