Renamed collision function.

This commit is contained in:
Ulysse Cura 2026-08-04 23:37:21 +02:00
parent edbedae703
commit 78cfb78a5a
1 changed files with 2 additions and 2 deletions

View File

@ -34,7 +34,7 @@ int physics_system_init(component_t *component)
// Only for this file // Only for this file
// Args : physics_system_data_t *system_data, size_t entity_id // Args : physics_system_data_t *system_data, size_t entity_id
static inline int action_check_hitboxes(elem_t *elem, va_list args) static inline int action_detect_solve_entities_collision(elem_t *elem, va_list args)
{ {
const entity_t *target_entity = elem->data; const entity_t *target_entity = elem->data;
physics_system_data_t *system_data = va_arg(args, physics_system_data_t *); physics_system_data_t *system_data = va_arg(args, physics_system_data_t *);
@ -103,7 +103,7 @@ int physics_system_update(component_t *component)
system_data->velocity.x = lerp(system_data->velocity.x, system_data->target_velocity.x, system_data->smoothing_factor); system_data->velocity.x = lerp(system_data->velocity.x, system_data->target_velocity.x, system_data->smoothing_factor);
system_data->velocity.y = lerp(system_data->velocity.y, system_data->target_velocity.y, system_data->smoothing_factor); system_data->velocity.y = lerp(system_data->velocity.y, system_data->target_velocity.y, system_data->smoothing_factor);
linked_list_for_each(&game.entity_manager.entities, action_check_hitboxes, system_data, component->entity->id); linked_list_for_each(&game.entity_manager.entities, action_detect_solve_entities_collision, system_data, component->entity->id);
transform_component_data->bounds.x += system_data->velocity.x * system_data->speed * (float)game.delta_time_ms / 1000.0f; transform_component_data->bounds.x += system_data->velocity.x * system_data->speed * (float)game.delta_time_ms / 1000.0f;
transform_component_data->bounds.y += system_data->velocity.y * system_data->speed * (float)game.delta_time_ms / 1000.0f; transform_component_data->bounds.y += system_data->velocity.y * system_data->speed * (float)game.delta_time_ms / 1000.0f;