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//Player collision map
void player_collision_map( playerHandle* pPlayer )
{
//Map array
int map_offset [MAP_HEIGHT][MAP_WIDTH]=
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,1,2,2,3,0,0,0,0,0,0,0,0,1,2,2,2,2,2,3,0,0,0,0},
{0,0,0,1,2,3,0,4,5,5,6,0,0,0,0,1,2,3,0,4,5,5,5,5,5,6,0,0,0,0},
{2,3,0,4,5,6,0,4,5,5,6,0,0,0,0,4,5,6,0,4,5,5,5,5,5,6,0,0,0,0}
};
pPlayer->isOnGround = false;
//Stay on top of platform
if( map_offset[ ( ( (int)pPlayer->y + 64 ) / 32 ) ] [ ( ( (int)pPlayer->x + 2 + pPlayer->map_x ) / 32 ) ] != 0)
{
pPlayer->vy = 0;
pPlayer->isOnGround = true;
}
if( map_offset[ ( ( (int)pPlayer->y + 64 ) / 32 )] [ ( ( (int)pPlayer->x + 30 + pPlayer->map_x ) / 32 ) ] != 0)
{
pPlayer->vy = 0;
pPlayer->isOnGround = true;
}
//Collision for the left platform
if( map_offset[ ( ( (int)pPlayer->y ) / 32 )] [ ( ( (int)pPlayer->x + 32 ) / 32 ) ] == 1)
{
pPlayer->vx = 0;
pPlayer->x --;
}
if( map_offset[ ( ( (int)pPlayer->y + 55 ) / 32 )] [ ( ( (int)pPlayer->x + 32 ) / 32 ) ] == 1)
{
pPlayer->vx = 0;
pPlayer->x --;
}
if( map_offset[ ( ( (int)pPlayer->y ) / 32 )] [ ( ( (int)pPlayer->x + 32 ) / 32 ) ] == 4)
{
pPlayer->vx = 0;
pPlayer->x --;
}
if( map_offset[ ( ( (int)pPlayer->y + 64 ) / 32 )] [ ( ( (int)pPlayer->x + 32 ) / 32 ) ] == 4)
{
pPlayer->vx = 0;
pPlayer->x --;
}
//Collision for the right platform
if( map_offset[ ( ( (int)pPlayer->y ) / 32 )] [ ( ( (int)pPlayer->x ) / 32 ) ] == 3)
{
pPlayer->vx = 0;
pPlayer->x ++;
}
if( map_offset[ ( ( (int)pPlayer->y + 55 ) / 32 )] [ ( ( (int)pPlayer->x ) / 32 ) ] == 3)
{
pPlayer->vx = 0;
pPlayer->x ++;
}
if( map_offset[ ( ( (int)pPlayer->y ) / 32 )] [ ( ( (int)pPlayer->x ) / 32 ) ] == 6)
{
pPlayer->vx = 0;
pPlayer->x ++;
}
if( map_offset[ ( ( (int)pPlayer->y + 64 ) / 32 )] [ ( ( (int)pPlayer->x ) / 32 ) ] == 6)
{
pPlayer->vx = 0;
pPlayer->x ++;
}
}
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