player restricted movement
Sat Dec 02 2023 10:55:57 GMT+0000 (Coordinated Universal Time)
Saved by
@yolobotoffender
void movePlayer(float player[], float bullet[], float shroom[][2], int maxShrooms) {
float movementSpeed = 5.0f;
int bottomLimit = resolutionY - (6 * boxPixelsY); // Calculate the bottom limit
bool collisionUp = false;
bool collisionDown = false;
bool collisionLeft = false;
bool collisionRight = false;
// Check for collision with mushrooms in each direction
for (int i = 0; i < maxShrooms; i++) {
if (shroom[i][exists]) {
// Check collision with each mushroom
// Define collision range around the mushrooms
float collisionRange = 16.0f; // Adjust this value as needed
// Check collision in each direction
if (player[x] + boxPixelsX > shroom[i][x] - collisionRange &&
player[x] < shroom[i][x] + boxPixelsX + collisionRange &&
player[y] + boxPixelsY > shroom[i][y] - collisionRange &&
player[y] < shroom[i][y] + boxPixelsY + collisionRange) {
// Collision occurred, set collision flags based on direction
if (player[y] > shroom[i][y]) {
collisionUp = true;
}
if (player[y] < shroom[i][y]) {
collisionDown = true;
}
if (player[x] > shroom[i][x]) {
collisionLeft = true;
}
if (player[x] < shroom[i][x]) {
collisionRight = true;
}
}
}
}
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