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@ -2470,28 +2470,23 @@ Vector2 GetCollisionV(Rectangle rec1, Rectangle rec2)
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result.x = 0.0f;
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result.x = 0.0f;
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result.y = 0.0f;
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result.y = 0.0f;
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// Centers
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float ax = rec1.x + rec1.width * 0.5f;
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float ax = rec1.x + rec1.width * 0.5f;
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float ay = rec1.y + rec1.height * 0.5f;
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float ay = rec1.y + rec1.height * 0.5f;
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float bx = rec2.x + rec2.width * 0.5f;
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float bx = rec2.x + rec2.width * 0.5f;
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float by = rec2.y + rec2.height * 0.5f;
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float by = rec2.y + rec2.height * 0.5f;
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// Delta from a → b
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float dx = bx - ax;
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float dx = bx - ax;
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float dy = by - ay;
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float dy = by - ay;
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// Combined half extents
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float hx = (rec1.width * 0.5f) + (rec2.width * 0.5f);
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float hx = (rec1.width * 0.5f) + (rec2.width * 0.5f);
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float hy = (rec1.height * 0.5f) + (rec2.height * 0.5f);
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float hy = (rec1.height * 0.5f) + (rec2.height * 0.5f);
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// Overlap along each axis
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float px = hx - fabsf(dx);
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float px = hx - fabsf(dx);
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if (px <= 0.0f) return result; // no overlap → no collision
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if (px <= 0.0f) return result;
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float py = hy - fabsf(dy);
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float py = hy - fabsf(dy);
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if (py <= 0.0f) return result; // no overlap → no collision
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if (py <= 0.0f) return result;
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// Resolve along smallest penetration axis
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if (px < py) {
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if (px < py) {
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result.x = (dx > 0.0f ? 1.0f : -1.0f) * px;
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result.x = (dx > 0.0f ? 1.0f : -1.0f) * px;
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result.y = 0.0f;
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result.y = 0.0f;
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