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Use fabsf for floats, and avoid implicit type casting

Sherjil Ozair 7 年之前
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8e9ff75f1c
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 4 4
      src/shapes.c

+ 4 - 4
src/shapes.c

@@ -634,8 +634,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
 {
     bool collision = false;
 
-    int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
-    int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
+    float dx = fabsf((rec1.x + rec1.width/2) - (rec2.x + rec2.width/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;
 
@@ -686,8 +686,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
 
     if (CheckCollisionRecs(rec1, rec2))
     {
-        int dxx = abs(rec1.x - rec2.x);
-        int dyy = abs(rec1.y - rec2.y);
+        float dxx = fabsf(rec1.x - rec2.x);
+        float dyy = fabsf(rec1.y - rec2.y);
 
         if (rec1.x <= rec2.x)
         {