void Game::Update() { Rectangle* frogRect = new Rectangle(frog->GetX() ,frog->GetY() , 21, 15); // Check if frog collides with cars for (int i = 0; i < cars.size(); i++) { Rectangle* carRect = new Rectangle(cars[i]->GetX(), cars[i]->GetY(), 21, 15); if (frogRect->CollidesWith(carRect)) { // Respawn frog to start position and lose 1 life frog->Die(); } } // Check if frog collides with logs for (int i = 0; i < logs.size(); i++) { Rectangle* logRect = new Rectangle(logs[i]->GetX(), logs[i]->GetY(), 96, 17); if (frogRect->CollidesWith(logRect)) { frog->MatchSpeed(logs[i]->GetSpeed()); // Make frog stay on the log while moving //frog->SetPosition(logs[i]->GetX(), logs[i]->GetY()); } } // Check if frog collides with turtles for (int i = 0; i < turtles.size(); i++) { Rectangle* turtleRect = new Rectangle(turtles[i]->GetX(), turtles[i]->GetY(), 21, 15); if (frogRect->CollidesWith(turtleRect)) { // Make frog stay on turtles while moving frog->SetPosition(turtles[i]->GetX(), turtles[i]->GetY()); } } // Prevent the player to get out of bounds if (frog->GetX() <= 0 || frog->GetX() >= 516 || frog->GetY() <= 0 || frog->GetY() >= 560) { frog->Die(); } }