Use fabsf for floats, and avoid implicit type casting
This commit is contained in:
parent
04db494db0
commit
8e9ff75f1c
@ -634,8 +634,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
|
|||||||
{
|
{
|
||||||
bool collision = false;
|
bool collision = false;
|
||||||
|
|
||||||
int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
|
float dx = fabsf((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
|
||||||
int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
|
float dy = fabsf((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
|
||||||
|
|
||||||
if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
|
if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
|
||||||
|
|
||||||
@ -686,8 +686,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
|
|||||||
|
|
||||||
if (CheckCollisionRecs(rec1, rec2))
|
if (CheckCollisionRecs(rec1, rec2))
|
||||||
{
|
{
|
||||||
int dxx = abs(rec1.x - rec2.x);
|
float dxx = fabsf(rec1.x - rec2.x);
|
||||||
int dyy = abs(rec1.y - rec2.y);
|
float dyy = fabsf(rec1.y - rec2.y);
|
||||||
|
|
||||||
if (rec1.x <= rec2.x)
|
if (rec1.x <= rec2.x)
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user