#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 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 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 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 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 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 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; } } } }