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@ -648,8 +648,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) |
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{ |
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bool collision = false; |
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float dx = fabsf((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2)); |
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float dy = fabsf((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2)); |
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float dx = fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2)); |
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float dy = fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2)); |
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if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true; |
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@ -678,8 +678,8 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
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int recCenterX = rec.x + rec.width/2; |
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int recCenterY = rec.y + rec.height/2; |
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float dx = fabsf(center.x - recCenterX); |
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float dy = fabsf(center.y - recCenterY); |
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float dx = fabs(center.x - recCenterX); |
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float dy = fabs(center.y - recCenterY); |
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if (dx > (rec.width/2.0f + radius)) { return false; } |
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if (dy > (rec.height/2.0f + radius)) { return false; } |
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@ -700,8 +700,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) |
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if (CheckCollisionRecs(rec1, rec2)) |
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{ |
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float dxx = fabsf(rec1.x - rec2.x); |
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float dyy = fabsf(rec1.y - rec2.y); |
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float dxx = fabs(rec1.x - rec2.x); |
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float dyy = fabs(rec1.y - rec2.y); |
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if (rec1.x <= rec2.x) |
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{ |
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