+#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
uint16_t *px, transp;
uint32_t bits = 0, bit, *p;
+ s->area = 0;
if(s->image->format->BytesPerPixel != 2) {
fprintf(stderr, "get_shape(): not a 16-bit image!\n");
exit(1);
bit = 0;
for(x=0; x<s->image->w; x++) {
if(!bit) { bits = 0; bit = 0x80000000; }
- if(*px++ != transp) { bits |= bit; }
+ if(*px++ != transp) { bits |= bit; s->area++; }
bit >>= 1;
if(!bit || x == s->image->w - 1) { *(p++) = bits; }
}
xov = max(min(a->w - dx, b->w), 0);
if(dy >= 0) yov = max(min(a->h - dy, b->h), 0);
- else yov = -max(min(a->h - -dy, b->h), 0);
+ else yov = -max(min(b->h - -dy, a->h), 0);
if(xov == 0 || yov == 0) return false;
else return mask_collide(xov, yov, a, b);
}
-int
+Sprite *
hit_in_square(Sprite *r, Sprite *s)
{
- for(; r; r=r->next) {
- if(collide(r, s)) return true;
- }
- return false;
+ for(; r; r=r->next)
+ if(collide(r, s)) break;
+ return r;
}
-int
+Sprite *
collides(Sprite *s)
{
int l, r, t, b;
Sprite **sq;
+ Sprite *c;
l = (s->x + grid_size) / grid_size;
r = (s->x + s->w + grid_size) / grid_size;
b = (s->y + s->h + grid_size) / grid_size;
sq = &sprites[set][l + t*gw];
- if(hit_in_square(*sq, s)) return true;
- if(l > 0 && hit_in_square(*(sq-1), s)) return true;
- if(t > 0 && hit_in_square(*(sq-gw), s)) return true;
- if(l > 0 && t > 0 && hit_in_square(*(sq-1-gw), s)) return true;
+ if((c = hit_in_square(*sq, s))) return c;
+ if(l > 0 && (c = hit_in_square(*(sq-1), s))) return c;
+ if(t > 0 && (c = hit_in_square(*(sq-gw), s))) return c;
+ if(l > 0 && t > 0 && (c = hit_in_square(*(sq-1-gw), s))) return c;
if(r > l) {
- if(hit_in_square(*(sq+1), s)) return true;
- if(t > 0 && hit_in_square(*(sq+1-gw), s)) return true;
+ if((c = hit_in_square(*(sq+1), s))) return c;
+ if(t > 0 && hit_in_square(*(sq+1-gw), s)) return c;
}
if(b > t) {
- if(hit_in_square(*(sq+gw), s)) return true;
- if(l > 0 && hit_in_square(*(sq-1+gw), s)) return true;
+ if((c = hit_in_square(*(sq+gw), s))) return c;
+ if(l > 0 && (c = hit_in_square(*(sq-1+gw), s))) return c;
}
- if(r > l && b > t && hit_in_square(*(sq+1+gw), s)) return true;
- return false;
+ if(r > l && b > t && (c = hit_in_square(*(sq+1+gw), s))) return c;
+ return NULL;
}
int
if(l > 0 && t > 0 && pixel_hit_in_square(*(sq-1-gw), x, y)) return true;
return false;
}
+
+
+float
+sprite_mass(Sprite *s)
+{
+ if(s->type == SHIP_SPRITE) return s->area;
+ else if(s->type == ROCK_SPRITE) return 3*s->area;
+ else return 0;
+}
+
+void
+bounce(Sprite *a, Sprite *b)
+{
+ float x, y, n;
+ float va, vb;
+ float ma, mb, mr;
+
+ // (x, y) is unit vector pointing from A's center to B's center.
+ x = (b->x + b->w / 2) - (a->x + a->w / 2);
+ y = (b->y + b->h / 2) - (a->y + a->h / 2);
+ n = sqrt(x*x + y*y); x /= n; y /= n;
+
+ // velocities along (x, y), or 0 if already moving away.
+ va = max(x*a->dx + y*a->dy, 0);
+ vb = min(x*b->dx + y*b->dy, 0);
+
+ // mass ratio
+ ma = sprite_mass(a); mb = sprite_mass(b);
+ if(ma && mb) mr = mb/ma; else mr = 1;
+
+ a->dx += x*(mb*vb - ma*va)/ma; a->dy += y*(mb*vb - ma*va)/ma;
+ b->dx += x*(ma*va - mb*vb)/mb; b->dy += y*(ma*va - mb*vb)/mb;
+}