Versuch einer Kollisionsabfrage der Blöcke
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32be3483ad
commit
ece1ca8bba
1 file changed
+59
-9
@@ -1,11 +1,11 @@
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#include "include/raylib.h"
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#include <stdio.h>
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//-------------------------------------------------------------------------------------------------------------------------------------
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typedef struct Block {
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Vector2 position;
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Vector2 position, size;
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int form, onGround;
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float speed;
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float speed, step;
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struct Block *next;
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} Block;
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@@ -14,9 +14,11 @@ typedef struct Block {
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void createBlock(Block **head) {
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Block *block = MemAlloc(sizeof(Block));
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block->position = (Vector2){ 400, -40 };
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block->size = (Vector2){ 20, 20 };
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block->form = 1;
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block->onGround = 0;
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block->speed = 2;
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block->speed = 4;
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block->step = 20;
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block->next = NULL;
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// Falls die Liste leer ist
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@@ -50,22 +52,59 @@ int main(void) {
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SetTargetFPS(60);
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while (!WindowShouldClose()) {
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//-------------------------------------------------------------------------------------------------------------------------------------
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// UPDATE GAME LOGIC
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// INPUT
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Block *currentBlock = block;
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// Alle Blöcke fallen lassen
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while (currentBlock != NULL) {
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// Wenn Block noch nicht auf Boden, dann fallen
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if (currentBlock->onGround == 0) {
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if (currentBlock->position.y < screenHeight - 20) {
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currentBlock->position.y += currentBlock->speed;
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} else {
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// MOVEMENT -------------------------------------------------
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if (IsKeyPressed(KEY_LEFT)) {
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currentBlock->position.x -= currentBlock->step;
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}
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if (IsKeyPressed(KEY_RIGHT)) {
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currentBlock->position.x += currentBlock->step;
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}
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// ----------------------------------------------------------
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// Kollision gegen anderen Block checken
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float nextY = currentBlock->position.y + currentBlock->speed;
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if (nextY > screenHeight - currentBlock->size.y) {
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currentBlock->position.y = screenHeight - currentBlock->size.y;
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blockMoving = 0;
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currentBlock->onGround = 1;
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}
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else {
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Rectangle nextRect = { currentBlock->position.x, nextY, currentBlock->size.x, currentBlock->size.y };
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int collided = 0;
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Block *collisionCheck = block;
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while (collisionCheck != NULL) {
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// Nur gegen andere, bereits gelandete Blöcke prüfen (und nicht gegen sich selbst!)
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if (collisionCheck != currentBlock && collisionCheck->onGround == 1) {
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Rectangle otherRect = { collisionCheck->position.x, collisionCheck->position.y, collisionCheck->size.x, collisionCheck->size.y };
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if (CheckCollisionRecs(nextRect, otherRect)) {
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collided = 1;
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break;
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}
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}
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collisionCheck = collisionCheck->next;
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}
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if (collided) {
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blockMoving = 0;
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currentBlock->onGround = 1;
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}
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else {
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currentBlock->position.y = nextY;
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}
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}
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}
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@@ -79,6 +118,7 @@ int main(void) {
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blockMoving = 1;
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}
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//-------------------------------------------------------------------------------------------------------------------------------------
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// ZEICHNEN
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BeginDrawing();
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ClearBackground(RAYWHITE);
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@@ -86,16 +126,26 @@ int main(void) {
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DrawFPS(20, 20);
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DrawText(TextFormat("Blocks: %i", blockCounter), 20, 40, 20, GREEN);
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// BLOCK ZEICHNEN
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currentBlock = block;
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while (currentBlock != NULL) {
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DrawRectangleV(currentBlock->position, (Vector2){20, 20}, BLUE);
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DrawRectangleV(currentBlock->position, currentBlock->size, BLUE);
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currentBlock = currentBlock->next;
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}
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EndDrawing();
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//-------------------------------------------------------------------------------------------------------------------------------------
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}
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// Alle Blöcke im Speicher freigeben
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Block *currentBlock = block;
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while (currentBlock != NULL) {
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Block *nextBlock = currentBlock->next;
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MemFree(currentBlock);
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currentBlock = nextBlock;
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}
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CloseWindow();
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return 0;
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}
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