int bdx = ((int)x+shape->w)/grid_size - (int)x/grid_size;
int bdy = ((int)y+shape->h)/grid_size - (int)y/grid_size;
if(hit_in_bucket(b, x, y, shape)) return 1;
- if(bdx && hit_in_bucket(b+1, x, y, shape)) return 1;
- if(bdy && hit_in_bucket(b+bw, x, y, shape)) return 1;
+ if(hit_in_bucket(b-1, x, y, shape)) return 1;
+ if(hit_in_bucket(b-bw, x, y, shape)) return 1;
+ if(hit_in_bucket(b-bw-1, x, y, shape)) return 1;
+
+ if(bdx) {
+ if(hit_in_bucket(b+1, x, y, shape)) return 1;
+ if(hit_in_bucket(b+1-bw, x, y, shape)) return 1;
+ }
+ if(bdy) {
+ if(hit_in_bucket(b+bw, x, y, shape)) return 1;
+ if(hit_in_bucket(b+bw-1, x, y, shape)) return 1;
+ }
if(bdx && bdy && hit_in_bucket(b+bw+1, x, y, shape)) return 1;
return 0;
}