diff --git a/examples/shapes/shapes_collision_area.c b/examples/shapes/shapes_collision_area.c index c2e2c1e1d..99c9df7e4 100644 --- a/examples/shapes/shapes_collision_area.c +++ b/examples/shapes/shapes_collision_area.c @@ -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(); diff --git a/src/rshapes.c b/src/rshapes.c index a786e744f..3d97c7d09 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -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