Collision-detection: Structures and enumerations
Return value of the function VG3_move_object_check_collision()
VGAG3_COLL_RETURN_NOOP No collision VGAG3_COLL_RETURN_HIT Object-instance hits another object-instance VGAG3_COLL_RETURN_DEAD Object-instance hits another object-instance and is being freed VGAG3_COLL_RETURN_HALFSTOP Object-instance is being stopped at one direction VGAG3_COLL_RETURN_FULLSTOP Object-instance is being totally stopped VGAG3_COLL_RETURN_CATCHED Object-instance is catched in collision VGAG3_COLL_RETURN_CONTINUE Object-instance may go on and check next obstacle
At which side(s) at the destination object the collision has been occurred.
VGAG3_COLLSIDE_RIGHT At the right side VGAG3_COLLSIDE_LEFT At the left side VGAG3_COLLSIDE_TOP At the top VGAG3_COLLSIDE_BOTTOM At the bottom
- struct vg3_coll
- struct vg3_coll_ret
int side At which side(s) at the destination object the collision has been occurred (VGAG3_COLLSIDES) int maxsteps number of total steps to be done int steps number of steps taken to the position with collision struct vg3_rect pos_nocoll last position without collision (or equal to pos_coll) struct vg3_rect pos_coll first position with collision
- struct vg3_quadtree
Structure for quadtree, only internally used.