This commit is contained in:
kai-z99 2024-06-13 17:58:29 -07:00
parent df849d2fb0
commit 89c497da73
2 changed files with 17 additions and 56 deletions

View File

@ -26,20 +26,14 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
int r1 = 40;
int c1x = 200;
int c1y = 200;
// Box A: Moving box
Rectangle boxA = { 10, GetScreenHeight()/2.0f - 50, 200, 100 };
int boxASpeedX = 4;
int r2 = 40;
// 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
//----------------------------------------------------------
@ -47,33 +41,11 @@ int main(void)
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//-----------------------------------------------------
// Move box if not paused
if (!pause) boxA.x += boxASpeedX;
int c2x = GetMouseX();
int c2y = GetMouseY();
// 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;
//-----------------------------------------------------
// Draw
@ -82,25 +54,13 @@ int main(void)
ClearBackground(RAYWHITE);
DrawRectangle(0, 0, screenWidth, screenUpperLimit, collision? RED : BLACK);
Color col = BLUE;
if (CheckCollisionCircles((Vector2) { c1x, c1y }, r1, (Vector2) { c2x, c2y }, r2)) col = YELLOW;
else col = BLUE;
DrawCircle(c1x, c1y, r1, RED);
DrawCircle(c2x, c2y, r2, col);
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);
DrawFPS(10, 10);

View File

@ -2233,9 +2233,10 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa
float dx = center2.x - center1.x; // X distance between centers
float dy = center2.y - center1.y; // Y distance between centers
float distance = sqrtf(dx*dx + dy*dy); // Distance between centers
float distanceSquared = dx * dx + dy * dy; // Distance between centers squared
float radiusSum = radius1 + radius2;
if (distance <= (radius1 + radius2)) collision = true;
collision = (distanceSquared <= (radiusSum * radiusSum));
return collision;
}