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authorColday96 <34099856+Colday96@users.noreply.github.com>2019-08-19 12:32:17 +0100
committerRay <raysan5@gmail.com>2019-08-19 13:32:17 +0200
commit12bcdb977a15a4db933765b3cf4af205a492c8b2 (patch)
tree31879fbb107f348a430283c2b3f08f1ff66ddcd5
parent973d32f9a73c921dde2d75a6cc3fa9ee111e3e11 (diff)
downloadraylib-12bcdb977a15a4db933765b3cf4af205a492c8b2.tar.gz
raylib-12bcdb977a15a4db933765b3cf4af205a492c8b2.zip
Update shapes.c for smoother collision detection (#946)
By removing the equal sign, if the 2 rects a right next to each other and not overlapping, there will be no collision detection. This is what a majority of other game libraries do and would make it easier to implement collisions for tile based games.
-rw-r--r--src/shapes.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 6217d2ad..a9fafccc 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -1392,8 +1392,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
{
bool collision = false;
- if ((rec1.x <= (rec2.x + rec2.width) && (rec1.x + rec1.width) >= rec2.x) &&
- (rec1.y <= (rec2.y + rec2.height) && (rec1.y + rec1.height) >= rec2.y)) collision = true;
+ if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) &&
+ (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true;
return collision;
}