#include "utils.h" // Calcula el cuadrado de la distancia entre dos puntos double distanceSquared(int x1, int y1, int x2, int y2) { int deltaX = x2 - x1; int deltaY = y2 - y1; return deltaX * deltaX + deltaY * deltaY; } // Detector de colisiones entre dos circulos bool checkCollision(circle_t &a, circle_t &b) { // Calcula el radio total al cuadrado int totalRadiusSquared = a.r + b.r; totalRadiusSquared = totalRadiusSquared * totalRadiusSquared; // Si la distancia entre el centro de los circulos es inferior a la suma de sus radios if (distanceSquared(a.x, a.y, b.x, b.y) < (totalRadiusSquared)) { // Los circulos han colisionado return true; } // En caso contrario return false; } // Detector de colisiones entre un circulo y un rectangulo bool checkCollision(circle_t &a, SDL_Rect &b) { // Closest point on collision box int cX, cY; // Find closest x offset if (a.x < b.x) { cX = b.x; } else if (a.x > b.x + b.w) { cX = b.x + b.w; } else { cX = a.x; } // Find closest y offset if (a.y < b.y) { cY = b.y; } else if (a.y > b.y + b.h) { cY = b.y + b.h; } else { cY = a.y; } // If the closest point is inside the circle_t if (distanceSquared(a.x, a.y, cX, cY) < a.r * a.r) { // This box and the circle_t have collided return true; } // If the shapes have not collided return false; } // Detector de colisiones entre un dos rectangulos bool checkCollision(SDL_Rect &a, SDL_Rect &b) { // Calculate the sides of rect A int leftA = a.x; int rightA = a.x + a.w; int topA = a.y; int bottomA = a.y + a.h; // Calculate the sides of rect B int leftB = b.x; int rightB = b.x + b.w; int topB = b.y; int bottomB = b.y + b.h; // If any of the sides from A are outside of B if (bottomA <= topB) { return false; } if (topA >= bottomB) { return false; } if (rightA <= leftB) { return false; } if (leftA >= rightB) { return false; } // If none of the sides from A are outside B return true; } // Carga un archivo de imagen en una textura bool loadTextureFromFile(LTexture *texture, std::string path, SDL_Renderer *renderer) { bool success = true; if (!texture->loadFromFile(path, renderer)) { printf("Failed to load %s texture!\n", path.c_str()); success = false; } return success; } // Devuelve un color_t a partir de un string color_t stringToColor(std::string str) { color_t color = {0x00, 0x00, 0x00}; if (str == "black") { color = {0x00, 0x00, 0x00}; } else if (str == "light_black") { color = {0x3C, 0x35, 0x1F}; } else if (str == "blue") { color = {0x31, 0x33, 0x90}; } else if (str == "light_blue") { color = {0x15, 0x59, 0xDB}; } else if (str == "red") { color = {0xA7, 0x32, 0x11}; } else if (str == "light_red") { color = {0xD8, 0x55, 0x25}; } else if (str == "purple") { color = {0xA1, 0x55, 0x89}; } else if (str == "light_purple") { color = {0xCD, 0x7A, 0x50}; } else if (str == "green") { color = {0x62, 0x9A, 0x31}; } else if (str == "light_green") { color = {0x9C, 0xD3, 0x3C}; } else if (str == "cyan") { color = {0x28, 0xA4, 0xCB}; } else if (str == "light_cyan") { color = {0x65, 0xDC, 0xD6}; } else if (str == "yellow") { color = {0xE8, 0xBC, 0x50}; } else if (str == "light_yellow") { color = {0xF1, 0xE7, 0x82}; } else if (str == "white") { color = {0xBF, 0xBF, 0xBD}; } else if (str == "light_white") { color = {0xF2, 0xF1, 0xED}; } return color; }