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ModuleCollision.cpp
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109 lines (87 loc) · 2.81 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleCollision.h"
ModuleCollision::ModuleCollision(Application* app, bool start_enabled) : Module(app, start_enabled)
{
matrix[COLLIDER_WALL][COLLIDER_WALL] = false;
matrix[COLLIDER_WALL][COLLIDER_PLAYER] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY] = true;
matrix[COLLIDER_WALL][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_PLAYER][COLLIDER_WALL] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_ENEMY][COLLIDER_WALL] = true;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER] = true;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY] = false;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_WALL] = true;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_ENEMY] = true;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_WALL] = true;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_PLAYER] = true;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_ENEMY] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_ENEMY_SHOT] = false;
}
// Destructor
ModuleCollision::~ModuleCollision()
{}
// Called before render is available
update_status ModuleCollision::Update()
{
p2List_item<Collider*>* tmp = colliders.getFirst();
Collider* c1;
Collider* c2;
while(tmp != NULL)
{
c1 = tmp->data;
p2List_item<Collider*>* tmp2 = tmp->next; // avoid checking collisions already checked
while(tmp2 != NULL)
{
c2 = tmp2->data;
if(c1->CheckCollision(c2->rect) == true)
{
if(matrix[c1->type][c2->type] && c1->callback)
c1->callback->OnCollision(c1, c2);
if(matrix[c2->type][c1->type] && c2->callback)
c2->callback->OnCollision(c2, c1);
}
tmp2 = tmp2->next;
}
tmp = tmp->next;
}
return UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleCollision::CleanUp()
{
LOG("Freeing all colliders");
p2List_item<Collider*>* item = colliders.getLast();
while(item != NULL)
{
delete item->data;
item = item->prev;
}
colliders.clear();
return true;
}
Collider* ModuleCollision::AddCollider(SDL_Rect rect, COLLIDER_TYPE type, Module* callback)
{
Collider* ret = new Collider(rect, type, callback);
colliders.add(ret);
return ret;
}
// -----------------------------------------------------
bool Collider::CheckCollision(SDL_Rect r) const
{
return (rect.x < r.x + r.w &&
rect.x + rect.w > r.x &&
rect.y < r.y + r.h &&
rect.h + rect.y > r.y);
}