bool MidPointCollisionStrategy::execute( const MultiframeSprite& obj1, const MultiframeSprite& obj2) const { int COLLISION_DISTANCE = obj1.getCurrentFrameref()->getWidth()/2 + obj2.getCurrentFrameref()->getWidth()/2; float xobj1 = obj1.X()+obj1.getCurrentFrameref()->getWidth()/2; float yobj1 = obj1.Y()+obj1.getCurrentFrameref()->getHeight()/2; float xobj2 = obj2.X() + obj2.getCurrentFrameref()->getWidth()/2; float yobj2 = obj2.Y() + obj2.getCurrentFrameref()->getHeight()/2; return distance(xobj1, yobj1, xobj2, yobj2) < COLLISION_DISTANCE; }
bool RectangularCollisionStrategy::execute( const MultiframeSprite& obj1, const MultiframeSprite& obj2) const { float left1 = obj1.X(); float left2 = obj2.X(); float right1 = left1+obj1.getFrame()->getWidth(); float right2 = left2+obj2.getFrame()->getWidth(); float top1 = obj1.Y(); float top2 = obj2.Y(); float bottom1 = top1+obj1.getFrame()->getHeight(); float bottom2 = top2+obj2.getFrame()->getHeight(); if ( right1 < left2 ) return false; if ( left1 > right2 ) return false; if ( bottom1 < top2 ) return false; if ( bottom2 < top1 ) return false; return true; }