return 0;
}
-void player_rect_object_collide(player_t *player,
- rect_t object,
- int sides[RECT_SIDE_N])
+void player_touches_rect_sides(player_t *player,
+ rect_t object,
+ int sides[RECT_SIDE_N])
{
if (player->state == PLAYER_STATE_ALIVE) {
rigid_rect_touches_rect_sides(player->alive_body, object, sides);
void player_collide_with_solid(player_t *player, solid_ref_t solid);
void player_impact_rigid_rect(player_t * player,
rigid_rect_t *rigid_rect);
-void player_rect_object_collide(player_t *player,
- rect_t object,
- int sides[RECT_SIDE_N]);
+void player_touches_rect_sides(player_t *player,
+ rect_t object,
+ int sides[RECT_SIDE_N]);
int player_sound(player_t *player,
sound_samples_t *sound_samples);
break;
case SOLID_PLAYER:
- player_rect_object_collide((player_t *) solid.ptr, object, sides);
+ player_touches_rect_sides((player_t *) solid.ptr, object, sides);
break;
default: {}