Collision logic

This commit is contained in:
2026-09-16 19:27:27 +02:00
parent 6189b00090
commit 339d2ffd6e
+43
View File
@@ -0,0 +1,43 @@
use bevy::prelude::*;
use crate::{obstacle::Obstacle, player::Player};
// Hitbox
#[derive(Component)]
pub struct Collider {
pub size: Vec2,
}
// Check collision with Player
fn check_collision(
mut player: Single<(&Transform, &Collider, &mut Sprite), With<Player>>,
obstacle: Query<(&Transform, &Collider), With<Obstacle>>,
mut has_collided: Local<bool>,
) {
if *has_collided {
println!("Collision!!!!!!!");
return;
}
let (player_transform, player_collider, mut player_sprite) = player.into_inner();
for (collider_transform, collider_collider) in obstacle {
if overlap(
player_transform.translation.truncate(),
player_collider.size / 2.0,
collider_transform.translation.truncate(),
collider_collider.size / 2.0,
) {
player_sprite.color = Color::srgb(1.0, 0.0, 0.0);
*has_collided = true;
break;
}
}
}
// Test if there is an overlap between 2 boxes
fn overlap(a_center: Vec2, a_half: Vec2, b_center: Vec2, b_half: Vec2) -> bool {
let overlap_x = (a_center.x - b_center.x).abs() < (a_half.x + b_half.x);
let overlap_y = (a_center.y - b_center.y).abs() < (a_half.y + b_half.y);
overlap_x && overlap_y
}