Rename collision_radius to just radius

This commit is contained in:
Camden Dixie O'Brien
2025-10-14 16:56:53 +01:00
parent 7d729e42c4
commit b05a4b3fe4

12
game.c
View File

@@ -53,7 +53,7 @@ typedef struct {
float omg;
unsigned shapes[MAX_SHAPES_PER_ENTITY];
unsigned shape_count;
float collision_radius;
float radius;
collision_tag_t tag;
bool wrap;
bool dead;
@@ -135,7 +135,7 @@ static void shoot()
ship->pos, mat2_mul_vec2(ship->dir, ship_shape->verts[0]));
e->vel = vec2_add(
ship->vel, mat2_mul_vec2(ship->dir, (vec2_t) { 0, SHOT_VEL }));
e->collision_radius = SHIP_COLLIDE_R;
e->radius = SHIP_COLLIDE_R;
e->tag = COLLISION_SHOT;
shape_t *s = add_shape(id, nullptr);
@@ -149,7 +149,7 @@ static entity_t *gen_asteroid(float r_mean)
unsigned id;
entity_t *e = add_entity(&id);
e->wrap = true;
e->collision_radius = r_mean;
e->radius = r_mean;
e->tag = COLLISION_ASTEROID;
shape_t *s = add_shape(id, nullptr);
@@ -250,7 +250,7 @@ static unsigned check_collisions(collision_t *out)
for (unsigned j = i + 1; j < entity_count; ++j) {
const entity_t *b = entities + j;
const float r = vec2_len(vec2_sub(b->pos, a->pos));
if (r <= a->collision_radius + b->collision_radius) {
if (r <= a->radius + b->radius) {
assert(count < MAX_COLLISIONS);
collision_t *col = out + count++;
col->entities[0] = i;
@@ -276,6 +276,8 @@ static void handle_collisions(const collision_t *collisions, unsigned count)
if (a->tag == COLLISION_SHOT && b->tag == COLLISION_SHOT)
continue;
if (a->tag == COLLISION_ASTEROID && b->tag == COLLISION_ASTEROID) { }
if (a->tag == COLLISION_SHOT) {
a->dead = true;
b->dead = true;
@@ -302,7 +304,7 @@ void game_init(float _aspect)
entity_t *ship = add_entity(&ship_entity_id);
ship->wrap = true;
ship->collision_radius = SHIP_COLLIDE_R;
ship->radius = SHIP_COLLIDE_R;
ship->tag = COLLISION_SHIP;
shape_t *ship_shape = add_shape(ship_entity_id, &ship_shape_id);