diff options
Diffstat (limited to 'src/game/collision.cpp')
| -rw-r--r-- | src/game/collision.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/game/collision.cpp b/src/game/collision.cpp index 43df0be6..9b6d6faa 100644 --- a/src/game/collision.cpp +++ b/src/game/collision.cpp @@ -51,30 +51,30 @@ void CCollision::Init(class CLayers *pLayers) } } -int CCollision::GetTile(int X, int Y) +int CCollision::GetTile(int x, int y) { - int Nx = clamp(X/32, 0, m_Width-1); - int Ny = clamp(Y/32, 0, m_Height-1); + int Nx = clamp(x/32, 0, m_Width-1); + int Ny = clamp(y/32, 0, m_Height-1); return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index; } -bool CCollision::IsTileSolid(int X, int Y) +bool CCollision::IsTileSolid(int x, int y) { - return GetTile(X, Y)&COLFLAG_SOLID; + return GetTile(x, y)&COLFLAG_SOLID; } // TODO: rewrite this smarter! int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) { - float D = distance(Pos0, Pos1); - int End(D+1); + float Distance = distance(Pos0, Pos1); + int End(Distance+1); vec2 Last = Pos0; for(int i = 0; i < End; i++) { - float A = i/D; - vec2 Pos = mix(Pos0, Pos1, A); + float PointOnLine = i/Distance; + vec2 Pos = mix(Pos0, Pos1, PointOnLine); if(CheckPoint(Pos.x, Pos.y)) { if(pOutCollision) |