Ejemplo n.º 1
0
bool PPCollisionWR(Sprite Sprite1,Sprite Sprite2,float AlphaLimit = 50.f)
{
    float xmin1 = Sprite1.GetPosition().x - Sprite1.GetCenter().x;
    float ymin1 = Sprite1.GetPosition().y - Sprite1.GetCenter().y;
    float xmin2 = Sprite2.GetPosition().x - Sprite2.GetCenter().x;
    float ymin2 = Sprite2.GetPosition().y - Sprite2.GetCenter().y;

    float xmax1 = xmin1 + Sprite1.GetSize().x;
    float ymax1 = ymin1 + Sprite1.GetSize().y;
    float xmax2 = xmin2 + Sprite2.GetSize().x;
    float ymax2 = ymin2 + Sprite2.GetSize().y;

    float xmin = max(xmin1, xmin2);
    float ymin = max(ymin1, ymin2);
    float xmax = min(xmax1, xmax2);
    float ymax = min(ymax1, ymax2);

    //if(xmax <= xmin || ymax <= ymin) { return false; }

    for(int y = int(ymin); y < ymax; ++y)
    {
        for(int x = int(xmin); x < xmax; ++x)
        {
            float x1 = x - xmin1, y1 = y - ymin1;
            float x2 = x - xmin2, y2 = y - ymin2;

            Vector2f Point1 =
                RotatePoint(Vector2f(x1,y1),
                            Sprite1.GetCenter(),
                            -Sprite1.GetRotation());

            Vector2f Point2 =
                RotatePoint(Vector2f(x2,y2),
                            Sprite2.GetCenter(),
                            -Sprite2.GetRotation());

            if(Point1.x > 0 && Point1.y > 0 && Point2.x > 0 && Point2.y > 0
                    && Point1.x < Sprite1.GetSize().x && Point1.y < Sprite1.GetSize().y
                    && Point2.x < Sprite2.GetSize().x && Point2.y < Sprite2.GetSize().y)
            {
                Color color1 = Sprite1.GetPixel(int(Point1.x),int(Point1.y));
                Color color2 = Sprite2.GetPixel(int(Point2.x),int(Point2.y));

                if (color1.a >= AlphaLimit && color2.a >= AlphaLimit)
                {
                    return true;
                }
            }
        }
    }

    return false;
}
Ejemplo n.º 2
0
void Sprites::MoveSprites(float timeStep)
{
    Graphics* graphics = GetSubsystem<Graphics>();
    float width = (float)graphics->GetWidth();
    float height = (float)graphics->GetHeight();

    // Go through all sprites
    for (unsigned i = 0; i < sprites_.Size(); ++i)
    {
        Sprite* sprite = sprites_[i];

        // Rotate
        float newRot = sprite->GetRotation() + timeStep * 30.0f;
        sprite->SetRotation(newRot);
        
        // Move, wrap around rendering window edges
        Vector2 newPos = sprite->GetPosition() + sprite->GetVar(VAR_VELOCITY).GetVector2() * timeStep;
        if (newPos.x_ < 0.0f)
            newPos.x_ += width;
        if (newPos.x_ >= width)
            newPos.x_ -= width;
        if (newPos.y_ < 0.0f)
            newPos.y_ += height;
        if (newPos.y_ >= height)
            newPos.y_ -= height;
        sprite->SetPosition(newPos);
    }
}
Ejemplo n.º 3
0
static int lua_Sprite_GetRotation(lua_State* state)
{
    Sprite* sprite = LuaState::GetFuncParam<Sprite>(state, 1);
    if(sprite == NULL)
    {
        return 0;
    }
    lua_pushnumber(state, sprite->GetRotation());
    return 1;
}