Esempio n. 1
0
void InGameState::PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{

	b2Fixture *a = contact->GetFixtureA(),
		*b=contact->GetFixtureB();
	if(contact->IsTouching()){
		ActorHook *aData=(ActorHook*)a->GetBody()->GetUserData();
		ActorHook *bData=(ActorHook*)b->GetBody()->GetUserData();
		float approachVelocity=calculateApproachVelocity(contact);
		if(isOfTypeUnit(aData->type)){
			Unit *unitA= (Unit*)aData->data;
			if(approachVelocity>8){
				unitA->damageUnit(approachVelocity/2);
				unitA->disturb(5);
			}
		}
		if(isOfTypeUnit(bData->type)){
			Unit *unitB= (Unit*)bData->data;
			if(approachVelocity>8){
				unitB->damageUnit(approachVelocity/2);
				unitB->disturb(5);
			}
		}
		if(aData==NULL||bData==NULL)return;

		if(isOfTypeUnit(aData->type) && isOfTypeUnit(bData->type)){
		/*if(unitA==unitB->p->tower || unitB==unitA->p->tower)
			contact->SetEnabled(false);*/
		}
		if(aData->type==SPELL_TYPE){
			Spell* spell = (Spell*)aData->data;
			spell->onProjectileContact(a->GetBody(),b->GetBody());
		}
		if(bData->type==SPELL_TYPE){
			Spell* spell = (Spell*)bData->data;
			spell->onProjectileContact(b->GetBody(),a->GetBody());
		}

	}
}