X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=sprite.c;h=1a35a6a16266a6c3fb4b0db34c86d31063c30988;hp=aadf22d878fa42dea90d17cdca3bf5f88644e4d5;hb=37b3a2e06abc694205e843a573c4bb2eaaabb730;hpb=45925ff114a17b9c1c0a720ff668e2cb795cd761 diff --git a/sprite.c b/sprite.c index aadf22d..1a35a6a 100644 --- a/sprite.c +++ b/sprite.c @@ -292,6 +292,8 @@ int pixel_collide(Sprite *s, int x, int y) { uint32_t pmask; + + if(!COLLIDES(s)) return false; if(x < s->x || y < s->y || x >= s->x + s->w || y >= s->y + s->h) return 0; @@ -300,36 +302,37 @@ pixel_collide(Sprite *s, int x, int y) return s->mask[(y*s->mask_w) + (x>>5)] & pmask; } -int +Sprite * pixel_hit_in_square(Sprite *r, float x, float y) { for(; r; r=r->next) { - if(COLLIDES(r) && pixel_collide(r, x, y)) return 1; + if(COLLIDES(r) && pixel_collide(r, x, y)) return r; } return 0; } -int +Sprite * pixel_collides(float x, float y) { int l, t; Sprite **sq; + Sprite *ret; l = (x + grid_size) / grid_size; t = (y + grid_size) / grid_size; sq = &sprites[set][l + t*gw]; - if(pixel_hit_in_square(*sq, x, y)) return true; - if(l > 0 && pixel_hit_in_square(*(sq-1), x, y)) return true; - if(t > 0 && pixel_hit_in_square(*(sq-gw), x, y)) return true; - if(l > 0 && t > 0 && pixel_hit_in_square(*(sq-1-gw), x, y)) return true; - return false; + if((ret = pixel_hit_in_square(*sq, x, y))) return ret; + if(l > 0 && (ret = pixel_hit_in_square(*(sq-1), x, y))) return ret; + if(t > 0 && (ret = pixel_hit_in_square(*(sq-gw), x, y))) return ret; + if(l > 0 && t > 0 && (ret = pixel_hit_in_square(*(sq-1-gw), x, y))) return ret; + return 0; } -static float +float sprite_mass(Sprite *s) { if(s->type == SHIP) return s->area; - else if(s->type == ROCK) return 3*s->area; + else if(s->type == ROCK) return 3 * s->area; else return 0; } @@ -337,8 +340,8 @@ void bounce(Sprite *a, Sprite *b) { float x, y, n; - float va, vb; - float ma, mb, mr; + float va, vb, vc; + float ma, mb; // (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); @@ -346,13 +349,13 @@ bounce(Sprite *a, Sprite *b) 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); + va = x*a->dx + y*a->dy; + vb = x*b->dx + y*b->dy; + if(vb-va > 0) return; - // mass ratio ma = sprite_mass(a); mb = sprite_mass(b); - if(ma && mb) mr = mb/ma; else mr = 1; + vc = (va*ma + vb*mb) / (ma+mb); - 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; + a->dx += 2*x*(vc-va); a->dy += 2*y*(vc-va); + b->dx += 2*x*(vc-vb); b->dy += 2*y*(vc-vb); }