Collision not working mine

Hi, I have this problem, When I set the collision to false in the main function. They are drawing game over but if I put the collision in the loop, the scarfy and nebula are running but when it reaches the collision , it’s working. Any tips?

1 Like

Hi Christopher,

Can you show us your code? Will help us debug the issue together.

#include “raylib.h”

struct AnimData

{

Rectangle rect;

Vector2 pos;

int frame;

float updateTime;

float runningTime;

};

bool isonGround (AnimData data , int windowHeight)

{

return (data.pos.y >= windowHeight - data.rect.height);

}

AnimData updateAnimData (AnimData data , float deltatime , int maxFrame)

{

  data.runningTime += deltatime;

 if(data.runningTime >= data.updateTime)

        {

            data.runningTime = 0.0;

            data.rect.x = data.frame * data.rect.width;

            data.frame++;

            if (data.frame > maxFrame)

                {

                     data.frame = 0;

                }

        }

  return data;                  

}

int main ()

{

int windowDimensions[2];

windowDimensions[0]= 512;

windowDimensions[1] = 380;

InitWindow(windowDimensions[0],windowDimensions[1], "Dapper-dasher");



int velocity{0};



bool isInAir{};

int jumpvel{-600};

Texture scarfy = LoadTexture("textures/scarfy.png");

Texture2D nebula = LoadTexture("textures/12_nebula_spritesheet.png");

Texture2D midground = LoadTexture("textures/back-buildings.png");

Texture2D foreground = LoadTexture("textures/foreground.png");



float mgX{};

float fgX{};

// scarfy Anim Data

AnimData scarfyAnimData;

scarfyAnimData.rect.height = scarfy.height;

scarfyAnimData.rect.width = scarfy.width/6;

scarfyAnimData.rect.x = 0;

scarfyAnimData.rect.y = 0;

scarfyAnimData.pos.x = windowDimensions[0]/2 - scarfyAnimData.rect.width/2;

scarfyAnimData.pos.y = windowDimensions[1]- scarfyAnimData.rect.height;

scarfyAnimData.frame = 0;

scarfyAnimData.updateTime = 1.0/12.0;

scarfyAnimData.runningTime = 0.0;



//nebula anim variable



const int sizeofnebulae{6};

AnimData nebulae[sizeofnebulae]{};

for (int i = 0; i<sizeofnebulae ; i++)

{

    nebulae[i].rect.x = 0.0;

    nebulae[i].rect.y = 0.0;

    nebulae[i].rect.width = nebula.width/8;

    nebulae[i].rect.height = nebula.height/8;

    nebulae[i].pos.x = windowDimensions[0]*i+300;

    nebulae[i].pos.y = windowDimensions[1]- nebula.height/8;

 

    nebulae[i].runningTime = 0.0;

    nebulae[i].updateTime = 0.0;

   


}

float finishLine {nebulae[sizeofnebulae-1].pos.x};



int nebVel {-200};

       

bool collision{};  

  SetTargetFPS(60);

const int gravity{1000};



while(WindowShouldClose()  != true)

{

   

    BeginDrawing();

    ClearBackground(WHITE);

    float dT{GetFrameTime()};

    mgX -= 40*dT;

    fgX -= 80*dT;

         

    if(mgX <= -midground.width*2)

    {

        mgX = 0.0;

    }

      if(fgX <= -foreground.width*2)

    {

        fgX= 0.0;

    }

     Vector2 mg1Pos {mgX,0.0};

    Vector2 mg2Pos {mgX + midground.width*2.0,0.0};

    Vector2 fg1Pos {fgX,0.0};

    Vector2 fg2Pos{fgX+foreground.width*2.0,0.0};

     DrawTextureEx(midground, mg1Pos, 0.0, 2.0, WHITE);

      DrawTextureEx(midground, mg2Pos, 0.0, 2.0, WHITE);

       DrawTextureEx(foreground, fg1Pos, 0.0, 2.0, WHITE);

        DrawTextureEx(foreground, fg2Pos, 0.0, 2.0, WHITE);

    if(isonGround(scarfyAnimData, windowDimensions[1]))

    {

        velocity = 0;  

        isInAir = false;

    }

    else

    {

        velocity += gravity *dT;

        isInAir = true;

    }

   

    if (IsKeyPressed(KEY_SPACE) && !isInAir)

    {

        velocity += jumpvel;

                   

    }

   

   for (int i = 0; i<sizeofnebulae; i++ )

    {

   

    nebulae[i].pos.x += nebVel* dT;

    }

   

    finishLine+= nebVel*dT;

    scarfyAnimData.pos.y += velocity *dT;

         

    if(!isInAir)

    {

    scarfyAnimData = updateAnimData(scarfyAnimData , dT , 5);

       

    }

    //nebula update animation

   

     for(int i =0 ; i<sizeofnebulae; i++)

     {

        nebulae[i] = updateAnimData(nebulae[i], dT, 7);

     }

   

    for (AnimData nebula : nebulae)

    {

        float pad{50};

        Rectangle nebRec{

            nebula.pos.x + pad,

            nebula.pos.y + pad,

            nebula.rect.width - 2*pad,

            nebula.rect.height - 2*pad

        };

        Rectangle scarfyRec{

            scarfyAnimData.pos.x,

            scarfyAnimData.pos.y,

            scarfyAnimData.rect.width,

            scarfyAnimData.rect.height

        };

        if (CheckCollisionRecs(nebRec, scarfyRec))

        {

            collision = true;

        }

    }

   

    if (collision)

    {



        // lose the game

        DrawText("Game Over!", windowDimensions[0]/4, windowDimensions[1]/2, 40, RED);

    }

    else if (scarfyAnimData.pos.x >= finishLine)

    {

        // win the game

        DrawText("You Win!", windowDimensions[0]/4, windowDimensions[1]/2, 40, RED);

    }

   else

   {

     for (int i = 0; i < sizeofnebulae; i++)

        {

            // draw nebula

            DrawTextureRec(nebula, nebulae[i].rect, nebulae[i].pos, WHITE);

        }

        // draw scarfy

    DrawTextureRec(scarfy, scarfyAnimData.rect, scarfyAnimData.pos, WHITE);

   

   }

It looks like the issue is with the positioning of your Nebulae.

nebulae[i].pos.x = windowDimensions[0]*i+300;

Places the first nebula only 44 pixels away from Scarfy, giving the player less than 1 sec to react and jump over the nebula.

However, with this, which swaps the + and *.

nebulae[i].pos.x = windowDimensions[0]+i*300;

Then the first nebula is at 512 (256 away), which gives much more time for the player to react.

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