sprite-better-collision #1
@ -1,6 +1,8 @@
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||||
#ifndef CONSTANTS_LOADED
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#define CONSTANTS_LOADED
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#define MAX_PLAYER_COUNT 1
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#define GRAV_ACC 1
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#define TERM_VELY 3
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#define TERM_VELX 2
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@ -11,6 +13,7 @@
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#define JUMP_TIMEOUT_FRAMES 18
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#define DASH_VELL 7
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// mfw when pythagoras irl :scream_cat:
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#define DASH_VELD 5
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#define DASH_TIMEOUT_FRAMES 30
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|
201
src/main.c
201
src/main.c
@ -5,60 +5,8 @@
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#include"../res/sprites.h"
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#include "./flags.h"
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#include "./constants.h"
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#include "./vec.c"
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int getTileIndexByCoord(unsigned int x, unsigned int y)
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{
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return ((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE);
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}
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// check for external collisions (if rectangle is at least touchign something)
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unsigned int collision(unsigned char map[], struct UVec *sprite_pos, struct UVec *sprite_size)
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{
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unsigned int rv = 0;
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struct UVec itl, itr, ibl, ibr;
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itl.x = sprite_pos->x-8; itl.y = sprite_pos->y-16;
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itr.x = sprite_pos->x-1; itr.y = sprite_pos->y-16;
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ibl.x = sprite_pos->x-8; ibl.y = sprite_pos->y-9;
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ibr.x = sprite_pos->x-1; ibr.y = sprite_pos->y-9;
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// check if corners are in a non 0 tile
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if (map[getTileIndexByCoord(itl.x, itl.y-1)]) rv = rv | SC_TL;
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if (map[getTileIndexByCoord(itr.x, itr.y-1)]) rv = rv | SC_TR;
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if (map[getTileIndexByCoord(ibl.x, ibl.y+1)]) rv = rv | SC_BL;
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if (map[getTileIndexByCoord(ibr.x, ibr.y+1)]) rv = rv | SC_BR;
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if (map[getTileIndexByCoord(itl.x-1, itl.y)]) rv = rv | SC_LT;
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if (map[getTileIndexByCoord(ibl.x-1, ibl.y)]) rv = rv | SC_LB;
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if (map[getTileIndexByCoord(itr.x+1, itr.y)]) rv = rv | SC_RT;
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if (map[getTileIndexByCoord(ibr.x+1, ibr.y)]) rv = rv | SC_RB;
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return rv;
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}
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// calculate internal collisions from external collisions
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unsigned int icollision(unsigned char map[], struct UVec *sprite_pos, struct UVec *sprite_size)
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{
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unsigned int c, rv = 0;
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struct UVec itl, itr, ibl, ibr;
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itl.x = sprite_pos->x-8; itl.y = sprite_pos->y-16;
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itr.x = sprite_pos->x-1; itr.y = sprite_pos->y-16;
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ibl.x = sprite_pos->x-8; ibl.y = sprite_pos->y-9;
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ibr.x = sprite_pos->x-1; ibr.y = sprite_pos->y-9;
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if (map[getTileIndexByCoord(itl.x, itl.y)]) rv = rv | SC_ITL;
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if (map[getTileIndexByCoord(itr.x, itr.y)]) rv = rv | SC_ITR;
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if (map[getTileIndexByCoord(ibl.x, ibl.y)]) rv = rv | SC_IBL;
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if (map[getTileIndexByCoord(ibr.x, ibr.y)]) rv = rv | SC_IBR;
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return rv;
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}
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#include "./sprite.h"
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#include "./vec.h"
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void init_gfx()
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{
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@ -77,146 +25,25 @@ void init_gfx()
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void main(void)
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{
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unsigned int c, search_found, frames_since_last_jump, frames_since_last_dash, fc = 0;
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int xsearch, ysearch;
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struct UVec sprite_pos, search_pos, sprite_size;
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struct Vec velocity, acceleration;
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unsigned int fc = 0;
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struct Sprites sprite;
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init_gfx();
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sprite_pos.x = 72;
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sprite_pos.y = 35;
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sprite_size.x = 8;
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sprite_size.y = 8;
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frames_since_last_jump = JUMP_TIMEOUT_FRAMES;
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frames_since_last_dash = DASH_TIMEOUT_FRAMES;
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velocity.x = 0;
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velocity.y = 0;
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acceleration.x = 0;
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acceleration.y = 0;
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sprite.pos.x = 72;
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sprite.pos.y = 36;
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sprite.vel.x = 0;
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sprite.vel.y = 0;
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sprite.acc.x = 0;
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sprite.acc.y = 0;
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move_sprite(0, sprite.pos.x, sprite.pos.y);
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move_sprite(0, sprite_pos.x, sprite_pos.y);
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// Loop forever
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while(1) {
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// the gameboy simulates physics too quickly to have good control over the speeds of things
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// so draw them less often and move them more
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if (frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) frames_since_last_jump++;
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if (frames_since_last_dash <= DASH_TIMEOUT_FRAMES) frames_since_last_dash++;
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if (++fc % 2 == 0) {
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velocity.y += GRAV_ACC;
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fc = 0;
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}
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// player move left/right
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if ((joypad() & J_RIGHT) && (velocity.x < TERM_VELX)) acceleration.x = 1;
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else if ((joypad() & J_LEFT) && (velocity.x > -TERM_VELX)) acceleration.x = -1;
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else acceleration.x = -velocity.x/abs(velocity.x);
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velocity.x += acceleration.x;
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// player dash
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if ((joypad() & J_B) && (frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
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int frames_since_last_dash_copy = frames_since_last_dash;
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frames_since_last_dash = 0;
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if ((joypad() & J_LEFT) && !(joypad() & (J_UP | J_RIGHT | J_DOWN))) {
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velocity.x = -DASH_VELL;
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} else if ((joypad() & J_RIGHT) && !(joypad() & (J_UP | J_LEFT | J_DOWN))) {
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velocity.x = DASH_VELL;
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} else if ((joypad() & J_UP) && !(joypad() & (J_RIGHT | J_LEFT | J_DOWN))) {
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velocity.y = -DASH_VELL;
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} else if ((joypad() & J_DOWN) && !(joypad() & (J_UP | J_LEFT | J_RIGHT))) {
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velocity.y = DASH_VELL;
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} else if ((joypad() & J_RIGHT) && (joypad() & J_UP)) {
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velocity.x = DASH_VELD;
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velocity.y = -DASH_VELD;
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} else if ((joypad() & J_LEFT) && (joypad() & J_UP)) {
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velocity.x = -DASH_VELD;
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velocity.y = -DASH_VELD;
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} else if ((joypad() & J_LEFT) && (joypad() & J_DOWN)) {
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velocity.x = -DASH_VELD;
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velocity.y = DASH_VELD;
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} else if ((joypad() & J_RIGHT) && (joypad() & J_DOWN)) {
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velocity.x = DASH_VELD;
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velocity.y = DASH_VELD;
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} else {
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// if player doesn't hold the right buttons to dash, don't dash and set the
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// frames_since_last_dash counter back to what it was before
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frames_since_last_dash = frames_since_last_dash_copy;
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}
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}
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// slow down sprite in kind of realistic way
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// (in real life i think it's drag is proportional to velocity square but not
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// sure if that is worth the compute yet)
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if (velocity.y > TERM_VELY) velocity.y -= (abs(velocity.y)-TERM_VELY)/TERM_VELY_DIVISOR;
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if (velocity.y < -TERM_VELY) velocity.y += (abs(velocity.y)-TERM_VELY)/TERM_VELY_DIVISOR;
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if (velocity.x > TERM_VELX) velocity.x -= (abs(velocity.x)-TERM_VELX)/TERM_VELX_DIVISOR;
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if (velocity.x < -TERM_VELX) velocity.x += (abs(velocity.x)-TERM_VELX)/TERM_VELX_DIVISOR;
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// don't let player move in a direction which they are already touching something
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if (((c & SC_TL) | (c & SC_TR)) && (velocity.y < 0)) { velocity.y = 0; }
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if (((c & SC_BL) | (c & SC_BR)) && (velocity.y > 0)) {
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// player jump
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if ((joypad() & J_A) && (frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
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velocity.y = -JUMP_VEL;
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frames_since_last_jump = 0;
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}
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else velocity.y = 0;
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}
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if (((c & SC_RT) | (c & SC_RB)) && (velocity.x > 0)) { velocity.x = 0; }
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if (((c & SC_LT) | (c & SC_LB)) && (velocity.x < 0)) { velocity.x = 0; }
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sprite_pos.x += velocity.x;
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sprite_pos.y += velocity.y;
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c = collision(map, &sprite_pos, &sprite_size);
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// move player out of tiles by brute force searching :eyes:
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// TODO this is really stupid and bad and i think it will have to be changed when there
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// are more players moving around
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search_found = 0;
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for (ysearch = 0; ysearch <= SPRITE_HEIGHT; ysearch++) {
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for (xsearch = 0; xsearch <= SPRITE_WIDTH; xsearch++) {
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search_pos.x = sprite_pos.x + xsearch;
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search_pos.y = sprite_pos.y + ysearch;
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if(icollision(map, &search_pos, &sprite_size) == 0) {
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sprite_pos.x = search_pos.x;
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sprite_pos.y = search_pos.y;
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search_found = 1;
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break;
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}
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search_pos.x = sprite_pos.x - xsearch;
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search_pos.y = sprite_pos.y + ysearch;
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if(icollision(map, &search_pos, &sprite_size) == 0) {
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sprite_pos.x = search_pos.x;
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sprite_pos.y = search_pos.y;
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search_found = 1;
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break;
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}
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search_pos.x = sprite_pos.x - xsearch;
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search_pos.y = sprite_pos.y - ysearch;
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if(icollision(map, &search_pos, &sprite_size) == 0) {
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sprite_pos.x = search_pos.x;
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sprite_pos.y = search_pos.y;
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search_found = 1;
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break;
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}
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search_pos.x = sprite_pos.x + xsearch;
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search_pos.y = sprite_pos.y - ysearch;
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if(icollision(map, &search_pos, &sprite_size) == 0) {
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sprite_pos.x = search_pos.x;
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sprite_pos.y = search_pos.y;
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search_found = 1;
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break;
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}
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}
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if (search_found) break;
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}
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// finally move the sprite
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move_sprite(0, sprite_pos.x, sprite_pos.y);
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fc++;
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sprite_iter_frame(&sprite, map, joypad(), &fc);
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move_sprite(0, sprite.pos.x, sprite.pos.y);
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// Done processing, yield CPU and wait for start of next frame
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wait_vbl_done();
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|
179
src/sprite.c
Normal file
179
src/sprite.c
Normal file
@ -0,0 +1,179 @@
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#include <gb/gb.h>
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#include <stdlib.h>
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#include "./vec.h"
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#include "./constants.h"
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#include "./flags.h"
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typedef struct Sprites {
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int frames_since_last_dash;
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int frames_since_last_jump;
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int size;
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UVec pos;
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Vec vel;
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Vec acc;
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} Sprite;
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typedef struct SpriteCorners {
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UVec itl;
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UVec itr;
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UVec ibl;
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UVec ibr;
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} SpriteCorners;
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void sprite_iter_frame(Sprite *sprite, unsigned char map[], int joypad, unsigned int *fc);
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int getTileIndexByCoord(unsigned int x, unsigned int y);
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unsigned int sprite_internal_collision(unsigned char map[], Sprite *sprite);
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unsigned int sprite_collision(unsigned char map[], Sprite *sprite);
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void sprite_decollide(unsigned char map[], Sprite *sprite);
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// update a sprite for stuff that changes every frame
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void sprite_iter_frame(Sprite *sprite, unsigned char map[], int joypad, unsigned int *fc)
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{
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int c, collision_check_steps;
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// target displacement is sprite->vel but may collide, giving actual displacment
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Vec displacement = {.x = 0, .y = 0};
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UVec original_position;
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if (sprite->frames_since_last_jump <= JUMP_TIMEOUT_FRAMES) sprite->frames_since_last_jump++;
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if (sprite->frames_since_last_dash <= DASH_TIMEOUT_FRAMES) sprite->frames_since_last_dash++;
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if (*fc % 2 == 0) {
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sprite->vel.y += GRAV_ACC;
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*fc = 0;
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}
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|
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// player move left/right
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if ((joypad & J_RIGHT) && (sprite->vel.x < TERM_VELX)) sprite->acc.x = 1;
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else if ((joypad & J_LEFT) && (sprite->vel.x > -TERM_VELX)) sprite->acc.x = -1;
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else sprite->acc.x = -sprite->vel.x/abs(sprite->vel.x);
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sprite->vel.x += sprite->acc.x;
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// player dash
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if ((joypad & J_B) && (sprite->frames_since_last_dash > DASH_TIMEOUT_FRAMES)) {
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int frames_since_last_dash_copy = sprite->frames_since_last_dash;
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sprite->frames_since_last_dash = 0;
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if ((joypad & J_LEFT) && !(joypad & (J_UP | J_RIGHT | J_DOWN))) {
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sprite->vel.x = -DASH_VELL;
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} else if ((joypad & J_RIGHT) && !(joypad & (J_UP | J_LEFT | J_DOWN))) {
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sprite->vel.x = DASH_VELL;
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} else if ((joypad & J_UP) && !(joypad & (J_RIGHT | J_LEFT | J_DOWN))) {
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sprite->vel.y = -DASH_VELL;
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} else if ((joypad & J_DOWN) && !(joypad & (J_UP | J_LEFT | J_RIGHT))) {
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sprite->vel.y = DASH_VELL;
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} else if ((joypad & J_RIGHT) && (joypad & J_UP)) {
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sprite->vel.x = DASH_VELD;
|
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sprite->vel.y = -DASH_VELD;
|
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} else if ((joypad & J_LEFT) && (joypad & J_UP)) {
|
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sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = -DASH_VELD;
|
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} else if ((joypad & J_LEFT) && (joypad & J_DOWN)) {
|
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sprite->vel.x = -DASH_VELD;
|
||||
sprite->vel.y = DASH_VELD;
|
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} else if ((joypad & J_RIGHT) && (joypad & J_DOWN)) {
|
||||
sprite->vel.x = DASH_VELD;
|
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sprite->vel.y = DASH_VELD;
|
||||
} else {
|
||||
// if player doesn't hold the right buttons to dash, don't dash and set the
|
||||
// frames_since_last_dash counter back to what it was before
|
||||
sprite->frames_since_last_dash = frames_since_last_dash_copy;
|
||||
}
|
||||
}
|
||||
|
||||
// slow down sprite in kind of realistic way
|
||||
// (in real life i think it's drag is proportional to sprite->vel square but not
|
||||
// sure if that is worth the compute yet cause everythign else is shit)
|
||||
if (sprite->vel.y > TERM_VELY) sprite->vel.y -= (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.y < -TERM_VELY) sprite->vel.y += (abs(sprite->vel.y)-TERM_VELY)/TERM_VELY_DIVISOR;
|
||||
if (sprite->vel.x > TERM_VELX) sprite->vel.x -= (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
if (sprite->vel.x < -TERM_VELX) sprite->vel.x += (abs(sprite->vel.x)-TERM_VELX)/TERM_VELX_DIVISOR;
|
||||
|
||||
c = sprite_collision(map, sprite);
|
||||
|
||||
// don't let player move in a direction which they are already touching something
|
||||
if (((c & SC_TL) | (c & SC_TR)) && (sprite->vel.y < 0)) { sprite->vel.y = 0; }
|
||||
if (((c & SC_BL) | (c & SC_BR)) && (sprite->vel.y > 0)) {
|
||||
// player jump
|
||||
if ((joypad & J_A) && (sprite->frames_since_last_jump > JUMP_TIMEOUT_FRAMES)) {
|
||||
sprite->vel.y = -JUMP_VEL;
|
||||
sprite->frames_since_last_jump = 0;
|
||||
}
|
||||
else sprite->vel.y = 0;
|
||||
}
|
||||
if (((c & SC_RT) | (c & SC_RB)) && (sprite->vel.x > 0)) { sprite->vel.x = 0; }
|
||||
if (((c & SC_LT) | (c & SC_LB)) && (sprite->vel.x < 0)) { sprite->vel.x = 0; }
|
||||
|
||||
int absvelx = abs(sprite->vel.x);
|
||||
int absvely = abs(sprite->vel.y);
|
||||
collision_check_steps = (absvelx > absvely) ? absvelx : absvely;
|
||||
|
||||
original_position.x = sprite->pos.x;
|
||||
original_position.y = sprite->pos.y;
|
||||
// check if following the path by the velocity will lead to a collision
|
||||
for (int step = collision_check_steps; step >= 0; step--) {
|
||||
sprite->pos.x = original_position.x + ((step * sprite->vel.x)/collision_check_steps);
|
||||
sprite->pos.y = original_position.y + ((step * sprite->vel.y)/collision_check_steps);
|
||||
|
||||
if (!sprite_internal_collision(map, sprite)) break;
|
||||
}
|
||||
|
||||
// holy shit it's so crunchy
|
||||
//sprite_decollide(map, sprite);
|
||||
}
|
||||
|
||||
|
||||
int getTileIndexByCoord(unsigned int x, unsigned int y)
|
||||
{
|
||||
return ((y / PIXELS_PER_TILE) * 20) + (x / PIXELS_PER_TILE);
|
||||
}
|
||||
|
||||
|
||||
SpriteCorners *getSpriteCorners(Sprite *sprite)
|
||||
{
|
||||
SpriteCorners r = {
|
||||
.itl = { .x = sprite->pos.x-8, .y = sprite->pos.y-16 },
|
||||
.itr = { .x = sprite->pos.x-1, .y = sprite->pos.y-16 },
|
||||
.ibl = { .x = sprite->pos.x-8, .y = sprite->pos.y-9 },
|
||||
.ibr = { .x = sprite->pos.x-1, .y = sprite->pos.y-9 }
|
||||
};
|
||||
return &r;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// calculate internal collisions
|
||||
unsigned int sprite_internal_collision(unsigned char map[], Sprite *sprite)
|
||||
{
|
||||
unsigned int rv = 0;
|
||||
SpriteCorners *sc = getSpriteCorners(sprite);
|
||||
|
||||
if (map[getTileIndexByCoord(sc->itl.x, sc->itl.y)]) rv = rv | SC_ITL;
|
||||
if (map[getTileIndexByCoord(sc->itr.x, sc->itr.y)]) rv = rv | SC_ITR;
|
||||
if (map[getTileIndexByCoord(sc->ibl.x, sc->ibl.y)]) rv = rv | SC_IBL;
|
||||
if (map[getTileIndexByCoord(sc->ibr.x, sc->ibr.y)]) rv = rv | SC_IBR;
|
||||
|
||||
return rv;
|
||||
}
|
||||
|
||||
|
||||
// check for external collisions (if rectangle is at least touchign something)
|
||||
unsigned int sprite_collision(unsigned char map[], Sprite *sprite)
|
||||
{
|
||||
unsigned int rv = 0;
|
||||
SpriteCorners *sc = getSpriteCorners(sprite);
|
||||
|
||||
// check if corners are in a non 0 tile
|
||||
if (map[getTileIndexByCoord(sc->itl.x, sc->itl.y-1)]) rv = rv | SC_TL;
|
||||
if (map[getTileIndexByCoord(sc->itr.x, sc->itr.y-1)]) rv = rv | SC_TR;
|
||||
if (map[getTileIndexByCoord(sc->ibl.x, sc->ibl.y+1)]) rv = rv | SC_BL;
|
||||
if (map[getTileIndexByCoord(sc->ibr.x, sc->ibr.y+1)]) rv = rv | SC_BR;
|
||||
if (map[getTileIndexByCoord(sc->itl.x-1, sc->itl.y)]) rv = rv | SC_LT;
|
||||
if (map[getTileIndexByCoord(sc->ibl.x-1, sc->ibl.y)]) rv = rv | SC_LB;
|
||||
if (map[getTileIndexByCoord(sc->itr.x+1, sc->itr.y)]) rv = rv | SC_RT;
|
||||
if (map[getTileIndexByCoord(sc->ibr.x+1, sc->ibr.y)]) rv = rv | SC_RB;
|
||||
|
||||
return rv;
|
||||
}
|
22
src/sprite.h
Normal file
22
src/sprite.h
Normal file
@ -0,0 +1,22 @@
|
||||
#ifndef SPRITE_H_
|
||||
#define SPRITE_H_
|
||||
|
||||
#include "./vec.h"
|
||||
|
||||
typedef struct Sprites {
|
||||
int frames_since_last_dash;
|
||||
int frames_since_last_jump;
|
||||
int size;
|
||||
UVec pos;
|
||||
Vec vel;
|
||||
Vec acc;
|
||||
} Sprite;
|
||||
|
||||
void sprite_iter_frame(Sprite *sprite, unsigned char map[], int joypad, unsigned int *fc);
|
||||
int getTileIndexByCoord(unsigned int x, unsigned int y);
|
||||
unsigned int sprite_internal_collision(unsigned char map[], Sprite *sprite);
|
||||
unsigned int sprite_collision(unsigned char map[], Sprite *sprite);
|
||||
void sprite_decollide(unsigned char map[], Sprite *sprite);
|
||||
|
||||
|
||||
#endif
|
@ -1,9 +0,0 @@
|
||||
struct UVec {
|
||||
unsigned int x;
|
||||
unsigned int y;
|
||||
};
|
||||
|
||||
struct Vec {
|
||||
int x;
|
||||
int y;
|
||||
};
|
Loading…
Reference in New Issue
Block a user