float y2 = dest.p2.y;
// test with all tiles in this rectangle
- int starttilex = int(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
- int max_y = int(y2+1);
+ int starttilex = int(x1) / 32;
+ int starttiley = int(y1) / 32;
+ int max_x = int(x2);
+ int max_y = int(y2);
uint32_t result = 0;
for(int x = starttilex; x*32 < max_x; ++x) {
// the static object "wins" move tux out of the collision
object->dest.move(-hit.normal * (hit.depth + DELTA));
return false;
- } else if(other_response == TEST) {
+ } else if(other_response == PASS_MOVEMENT) {
object->dest.move(moving_object->get_movement());
//object->movement += moving_object->get_movement();
}