working 1

This commit is contained in:
kai-z99 2024-05-29 18:35:48 -07:00
parent 925e369c89
commit 747f9d9f1b
2 changed files with 26 additions and 62 deletions

View File

@ -27,81 +27,42 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
// Box A: Moving box
Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
int boxASpeedX = 4;
// Box B: Mouse moved box
Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
Rectangle boxCollision = { 0 }; // Collision rectangle
int screenUpperLimit = 40; // Top menu limits
bool pause = false; // Movement pause
bool collision = false; // Collision detection
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//----------------------------------------------------------
Vector2 p0 = { 0,0 };
Vector2 p1 = { 300,300 };
float r = 20.0f;
Color col = RED;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
// Move box if not paused
if (!pause) boxA.x += boxASpeedX;
// Bounce box on x screen limits
if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
// Update player-controlled-box (box02)
boxB.x = GetMouseX() - boxB.width/2;
boxB.y = GetMouseY() - boxB.height/2;
// Make sure Box B does not go out of move area limits
if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
else if (boxB.x <= 0) boxB.x = 0;
if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
// Check boxes collision
collision = CheckCollisionRecs(boxA, boxB);
// Get collision rectangle (only on collision)
if (collision) boxCollision = GetCollisionRec(boxA, boxB);
// Pause Box A movement
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
Vector2 c = { GetMouseX(),GetMouseY() };
//-----------------------------------------------------
if (CheckCollisionCircleLine(c, r, p0, p1))
{
col = BLUE;
}
else
{
col = RED;
}
// Draw
//-----------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
DrawRectangleRec(boxA, GOLD);
DrawRectangleRec(boxB, BLUE);
if (collision)
{
// Draw collision area
DrawRectangleRec(boxCollision, LIME);
// Draw collision message
DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
// Draw collision area
DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
}
// Draw help instructions
DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY);
DrawLine(p0.x, p0.y, p1.x, p1.y, BLACK);
DrawCircle(c.x, c.y, r, col);
DrawFPS(10, 10);
EndDrawing();

View File

@ -2334,7 +2334,10 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
float closeX = p1.x + (dotProduct * (p2.x - p1.x));
float closeY = p1.y + (dotProduct * (p2.y - p1.y));
bool onSegment = CheckCollisionPointLine((Vector2) { closeX, closeY }, p1, p2, 0);
Vector2 close = { closeX, closeY };
bool onSegment = CheckCollisionPointLine(close, p1, p2, 1);
if (!onSegment) return false;
//distnce from circle to closest point