Add TODOs for target collision check
parent
b9b958a8db
commit
201b25575c
21
obj/target.c
21
obj/target.c
|
@ -9,6 +9,27 @@ struct target_obj init_target(){
|
|||
};
|
||||
}
|
||||
|
||||
// TODO: Implement a grid collision system for target
|
||||
// This is okay since target is always constant size
|
||||
// Partition the screen into apropriate grid sizes
|
||||
// Check which grid requires check (i.e. which grid is the player overlapping)
|
||||
// For each overlapped grid, check for collision with target in each (if any)
|
||||
// If the target moved, the grid must be updated
|
||||
// Min grid size 2*Player size, due to the shearing
|
||||
|
||||
// The grid will be an N*N array of linked list
|
||||
// Please remember to go through each element,
|
||||
// and free the linked list
|
||||
|
||||
// Removal of target
|
||||
// It is possible for a target to occupy more than a grid
|
||||
// Thus, need to check for that
|
||||
// Then, go through those grids to mark them destroyed
|
||||
// Only free them if the game ends
|
||||
// This will allow easy restart, no need to recreate objects
|
||||
|
||||
// The construction of the grid will take in a linked list all targets.
|
||||
// So no need to modify the existing linked list
|
||||
bool collide_target(struct kinematic_obj *obj, struct target_obj *target){
|
||||
/* The method is based off SAT
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue