/* Check if moving the current collision rect position with the given values is valid * check_type : set which collision types are added to the list * objects : if set check these object instead of all * The collision data should be deleted if not used anymore */ cObjectCollisionType* Collision_Check_Relative(const float x, const float y, const float w = 0.0f, const float h = 0.0f, const ColCheckType check_type = COLLIDE_COMPLETE, cSprite_List* objects = NULL) { return Collision_Check_Absolute(m_col_rect.m_x + x, m_col_rect.m_y + y, w, h, check_type, objects); }
cObjectCollisionType *cMovingSprite :: Collision_Check_Relative( const float x, const float y, const float w /* = 0 */, const float h /* = 0 */, const ColCheckType check_type /* = COLLIDE_COMPLETE */, cSprite_List *objects /* = NULL */ ) { return Collision_Check_Absolute( m_col_rect.m_x + x, m_col_rect.m_y + y, w, h, check_type, objects ); }