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; }
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); } }
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; }