I was wondering how to properly handle collisions in Raylib. After setting up the basics, like a window, I would first load in the player texture, like so:
Texture2D playerTexture = LoadTexture("Player.png");
After that, I would draw the texture, with the Raylib function DrawTextureEx
which allows me to adjust the rotation and scale of the texture. Then, I would add a simple movement script for the player, and that would be pretty much it.
As for collisions, I would just be testing the player collision on a rectangle. To get the area for the rectangle, I would just create a simple Rectangle struct like this:
Rectangle rect1 = {100, 100, 50, 50};
As for getting the player area, I would make something similar:
Rectangle playerArea = {player.x, player.y, playerTexture.width*player.scale, playerTexture.height*player.scale} //Values are stored in Player struct
However, when I try to check the collisons like this, nothing happens:
if (CheckCollisionRecs(playerArea, rect1)) {
DrawText("Collided", 5, 5, 25, BLACK);
}
Here's my full code, if needed:
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#define WIDTH 1200
#define HEIGHT 800
typedef struct {
const int width;
const int height;
int FPS;
} Window;
Window window = {
.FPS = 60,
};
typedef struct {
Vector2 pos;
Vector2 acc;
Vector2 vel;
int width;
int height;
double accSpeed;
int maxVel;
double friction;
double rotation;
double scale;
} Player;
Player player = {
.pos = {WIDTH/2, HEIGHT/2},
.acc = {0, 0},
.vel = {0, 0},
.width = 25,
.height = 25,
.accSpeed = 0.15,
.maxVel = 7,
.friction = 0.2,
.rotation = 0,
.scale = 0.5,
};
void movePlayer();
int rectCollide();
int main() {
InitWindow(WIDTH, HEIGHT, "Window");
SetTargetFPS(window.FPS);
Texture2D playerImg = LoadTexture("Player.png");
Rectangle playerArea = {player.pos.x, player.pos.y, playerImg.width*player.scale, playerImg.height*player.scale};
Rectangle rect1 = {100, 100, 50, 50};
Camera2D camera = { 0 };
camera.target = (Vector2){ player.pos.x + 20.0f, player.pos.y + 20.0f };
camera.offset = (Vector2){WIDTH/2.0f, HEIGHT/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
if (CheckCollisionRecs(playerArea, rect1)) {
DrawText("Collided", 5, 5, 25, BLACK);
}
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(SKYBLUE);
movePlayer();
camera.target = (Vector2){ player.pos.x + 20, player.pos.y + 20 };
BeginMode2D(camera);
DrawRectangle(100, 100, 50, 50, BLACK);
DrawTextureEx(playerImg, player.pos, player.rotation, player.scale, RAYWHITE);
EndMode2D();
EndDrawing();
}
UnloadTexture(playerImg);
CloseWindow();
return 0;
}
void movePlayer() {
if (IsKeyDown(KEY_LEFT) && player.vel.x > -player.maxVel) {
player.acc.x = -player.accSpeed;
} else if (IsKeyDown(KEY_RIGHT) && player.vel.x < player.maxVel) {
player.acc.x = player.accSpeed;
} else if (abs(player.vel.x) > 0.2) {
if (player.vel.x < 0) {
player.acc.x = player.friction;
} else {
player.acc.x = -player.friction;
}
} else {
player.vel.x = 0;
player.acc.x = 0;
}
player.vel.x += player.acc.x;
player.pos.x += player.vel.x;
if (IsKeyDown(KEY_UP) && player.vel.y > -player.maxVel) {
player.acc.y = -player.accSpeed;
} else if (IsKeyDown(KEY_DOWN) && player.vel.x < player.maxVel) {
player.acc.y = player.accSpeed;
} else if (abs(player.vel.y) > 0.2) {
if (player.vel.y < 0) {
player.acc.y = player.friction;
} else {
player.acc.y = -player.friction;
}
} else {
player.vel.y = 0;
player.acc.y = 0;
}
player.vel.y += player.acc.y;
player.pos.y += player.vel.y;
}
int rectCollide(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2) {
return x1 + w1 > x2 && x1 < x2 + w2 && y1 + h1 > y2 && y1 < y2 + h2;
}
And so, I was wondering: first of all, is there a better way to get the area of the texture, without having to create a Rectangle struct for each texture, and multiply the scale by the texture width and height? Secondly, I was wondering why my collisions aren't being detected. What is wrong with my code?
The collision check
if (CheckCollisionRecs(playerArea, rect1))
precedes the event loop.
Even moving it inside the loop will not have any effect, as playerArea
is never updated in your event loop.
A quick fix would be to update the collision box after moving the player.
(example snippet of main
, without images)
Rectangle playerArea;
Rectangle rect1 = {100, 100, 50, 50};
while (!WindowShouldClose()) {
movePlayer();
playerArea = (Rectangle) {
player.pos.x,
player.pos.y,
player.width,
player.height,
};
camera.target = (Vector2){ player.pos.x + 20, player.pos.y + 20 };
BeginDrawing();
ClearBackground(SKYBLUE);
BeginMode2D(camera);
DrawRectangleRec(rect1, RED);
DrawRectangle(player.pos.x, player.pos.y, player.width, player.height, RAYWHITE);
EndMode2D();
if (CheckCollisionRecs(playerArea, rect1))
DrawText("Collided", 5, 5, 25, BLACK);
EndDrawing();
}