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