{
int dx, dy, xov, yov;
+ if(a->type < 0 || b->type < 0) return false;
+
if(b->x < a->x) { Sprite *tmp = a; a = b; b = tmp; }
dx = b->x - a->x;
else return mask_collide(xov, yov, a, b);
}
+void
+collisions(void)
+{
+ int i;
+ Sprite *a, *b;
+ for(i=0; i<gw*gh; i++)
+ for(a=sprites[set][i]; a; a=a->next)
+ for(b=a->next; b; b=b->next)
+ if(collide(a, b)) do_collision(a, b);
+}
+
Sprite *
hit_in_square(Sprite *r, Sprite *s)
{
}
-float
+static float
sprite_mass(Sprite *s)
{
- if(s->type == SHIP_SPRITE) return s->area;
- else if(s->type == ROCK_SPRITE) return 3*s->area;
+ if(s->type == SHIP) return s->area;
+ else if(s->type == ROCK) return 3*s->area;
else return 0;
}
bounce(Sprite *a, Sprite *b)
{
float x, y, n;
- float da, db;
+ float va, vb;
float ma, mb, mr;
// (x, y) is unit vector pointing from A's center to B's center.
n = sqrt(x*x + y*y); x /= n; y /= n;
// velocities along (x, y), or 0 if already moving away.
- da = max(x*a->dx + y*a->dy, 0);
- db = min(x*b->dx + y*b->dy, 0);
+ 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*(db*mr - da); a->dy += y*(db*mr - da);
- b->dx += x*(da/mr - db); b->dy += y*(da/mr - db);
+ 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;
}