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@ -27,81 +27,42 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
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// Box A: Moving box
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Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
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int boxASpeedX = 4;
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// Box B: Mouse moved box
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Rectangle boxB = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 60, 60 };
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Rectangle boxCollision = { 0 }; // Collision rectangle
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int screenUpperLimit = 40; // Top menu limits
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bool pause = false; // Movement pause
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bool collision = false; // Collision detection
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//----------------------------------------------------------
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//----------------------------------------------------------
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Vector2 p0 = { 0,0 };
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Vector2 p1 = { 300,300 };
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float r = 20.0f;
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Color col = RED;
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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Vector2 c = { GetMouseX(),GetMouseY() };
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//-----------------------------------------------------
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// Move box if not paused
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if (!pause) boxA.x += boxASpeedX;
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// Bounce box on x screen limits
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if (((boxA.x + boxA.width) >= GetScreenWidth()) || (boxA.x <= 0)) boxASpeedX *= -1;
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// Update player-controlled-box (box02)
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boxB.x = GetMouseX() - boxB.width/2;
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boxB.y = GetMouseY() - boxB.height/2;
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// Make sure Box B does not go out of move area limits
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if ((boxB.x + boxB.width) >= GetScreenWidth()) boxB.x = GetScreenWidth() - boxB.width;
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else if (boxB.x <= 0) boxB.x = 0;
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if ((boxB.y + boxB.height) >= GetScreenHeight()) boxB.y = GetScreenHeight() - boxB.height;
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else if (boxB.y <= screenUpperLimit) boxB.y = (float)screenUpperLimit;
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// Check boxes collision
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collision = CheckCollisionRecs(boxA, boxB);
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// Get collision rectangle (only on collision)
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if (collision) boxCollision = GetCollisionRec(boxA, boxB);
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// Pause Box A movement
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if (IsKeyPressed(KEY_SPACE)) pause = !pause;
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//-----------------------------------------------------
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//-----------------------------------------------------
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if (CheckCollisionCircleLine(c, r, p0, p1))
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{
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col = BLUE;
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}
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else
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{
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col = RED;
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}
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// Draw
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// Draw
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//-----------------------------------------------------
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//-----------------------------------------------------
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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DrawLine(p0.x, p0.y, p1.x, p1.y, BLACK);
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DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
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DrawCircle(c.x, c.y, r, col);
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DrawRectangleRec(boxA, GOLD);
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DrawRectangleRec(boxB, BLUE);
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if (collision)
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{
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// Draw collision area
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DrawRectangleRec(boxCollision, LIME);
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// Draw collision message
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DrawText("COLLISION!", GetScreenWidth()/2 - MeasureText("COLLISION!", 20)/2, screenUpperLimit/2 - 10, 20, BLACK);
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// Draw collision area
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DrawText(TextFormat("Collision Area: %i", (int)boxCollision.width*(int)boxCollision.height), GetScreenWidth()/2 - 100, screenUpperLimit + 10, 20, BLACK);
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}
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// Draw help instructions
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DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, LIGHTGRAY);
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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@ -2334,7 +2334,10 @@ RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Ve
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float closeX = p1.x + (dotProduct * (p2.x - p1.x));
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float closeX = p1.x + (dotProduct * (p2.x - p1.x));
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float closeY = p1.y + (dotProduct * (p2.y - p1.y));
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float closeY = p1.y + (dotProduct * (p2.y - p1.y));
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bool onSegment = CheckCollisionPointLine((Vector2) { closeX, closeY }, p1, p2, 0);
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Vector2 close = { closeX, closeY };
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bool onSegment = CheckCollisionPointLine(close, p1, p2, 1);
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if (!onSegment) return false;
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if (!onSegment) return false;
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//distnce from circle to closest point
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//distnce from circle to closest point
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