/** * \brief Notifies this custom entity that another entity has detected a * collision with it. * \param other_entity The other entity. */ void CustomEntity::notify_collision_from(MapEntity& other_entity) { // See if we also detect the other entity, and if yes, do the callbacks. if (test_collision_custom(other_entity)) { notify_collision(other_entity, COLLISION_CUSTOM); } }
/** * @brief Notifies this entity that it was just enabled or disabled. * @param enabled true if the entity is now enabled */ void DynamicTile::notify_enabled(bool enabled) { if (is_on_map() && !enabled && test_collision_custom(get_hero())) { // the tile under the hero is disabled: the hero's ground may have changed get_hero().check_position(); } }
/** * \brief Checks whether an entity collides with this detector. * * This function is called by the map when an entity has just moved. * It checks whether the entity collides with this detector. * Depending on the detector collision mode(s), the appropriate * test_collision_* functions are called. * If there is a collision, the notify_collision() method is called. * * \param entity the entity to check */ void Detector::check_collision(Entity& entity) { if (&entity != this && (has_layer_independent_collisions() || get_layer() == entity.get_layer())) { // the entity is in the same layer as the detector // detect the collision depending on the collision mode if (has_collision_mode(COLLISION_OVERLAPPING) && test_collision_rectangle(entity)) { notify_collision(entity, COLLISION_OVERLAPPING); } if (has_collision_mode(COLLISION_CONTAINING) && test_collision_inside(entity)) { notify_collision(entity, COLLISION_CONTAINING); } if (has_collision_mode(COLLISION_ORIGIN) && test_collision_origin_point(entity)) { notify_collision(entity, COLLISION_ORIGIN); } if (has_collision_mode(COLLISION_FACING) && test_collision_facing_point(entity)) { if (entity.get_facing_entity() == nullptr) { // make sure only one entity can think "I am the facing entity" entity.set_facing_entity(this); } notify_collision(entity, COLLISION_FACING); } if (has_collision_mode(COLLISION_TOUCHING) && test_collision_touching(entity)) { notify_collision(entity, COLLISION_TOUCHING); } if (has_collision_mode(COLLISION_CENTER) && test_collision_center(entity)) { notify_collision(entity, COLLISION_CENTER); } if (has_collision_mode(COLLISION_CUSTOM) && test_collision_custom(entity)) { notify_collision(entity, COLLISION_CUSTOM); } } }