예제 #1
0
//FOR NOW, TESTS SPRITES AGAINST ALL OTHER SPRITES. IF I HAVE TIME, I WILL IMPLEMENT SWEEP AND PRUNE
void Physics::collideTestWithSprites(Game* game, CollidableObject* c, list<Collision*> *collisions)
{
	SpriteManager *sm = game->getGSM()->getSpriteManager();
	AnimatedSprite* player = sm->getPlayer();

	if(c != player)
	{
		if(player->isCurrentlyCollidable() == true)
		{
			if(willObjectsCollide(player, c) == true)
			{
				Collision* currentCollision = collisionStack[collisionStackCounter];
				collisionStackCounter --;
				currentCollision->setCO1(player);
				currentCollision->setCO2(c);
				currentCollision->calculateTimes();

				if(currentCollision->getTOC() > 0 && currentCollision->getTOC() <= 1)
				{
					collisions->push_back(currentCollision);
				}
				else
				{
					collisionStackCounter ++;
					collisionStack[collisionStackCounter] = currentCollision;
				}
			}//end if
		}//end if
	}//end if
	else
	{
		list<Bot*>::iterator botIterator = sm->getBotsIterator();
		while (botIterator != sm->getEndOfBotsIterator())
		{			
			Bot *bot = (*botIterator);
			if(c != bot && bot->isCurrentlyCollidable() == true)
			{
				if(willObjectsCollide(c, bot) == true)
				{
					Collision* currentCollision = collisionStack[collisionStackCounter];
					collisionStackCounter --;
					currentCollision->setCO1(c);
					currentCollision->setCO2(bot);
					currentCollision->calculateTimes();

					if(currentCollision->getTOC() > 0 && currentCollision->getTOC() <= 1)
					{
						collisions->push_back(currentCollision);
					}
					else
					{
						collisionStackCounter ++;
						collisionStack[collisionStackCounter] = currentCollision;
					}
				}//end if
			}//end if
			botIterator++;
		}//end while
		
	}
	/*Collision* currentCollision = collisionStack[collisionStackCounter];
	collisionStackCounter --;


	currentCollision->setCO1(c);
	currentCollision->setCO2(tileCO);
	currentCollision->calculateTimes();

	collisions->push_back(currentCollision);*/

}
예제 #2
0
void Physics::collideTestWithTiles(CollidableObject *c,TiledLayer *tL, list<Collision*> *collisions)
{
	BoundingVolume *bv = c->getBoundingVolume();
	float toRight= bv->getWidth()/2;
	float toBottom = bv->getHeight()/2;

	PhysicalProperties *pp = c->getPhysicalProperties();
	float x = pp->getX()+bv->getX();
	float y = pp->getY()+bv->getY();
	float xVel = pp->getVelocityX();
	float yVel = pp->getVelocityY();
	float minX = x - toRight;
	float maxX = x + toRight;
	float minY = y - toBottom;
	float maxY = y + toBottom;

	if(xVel > 0)
		maxX += xVel;
	else
		minX += xVel;
	if(yVel > 0)
		maxY += yVel;
	else
		minY += yVel;

	 int tW = tL->getTileWidth();
	 int tH = tL->getTileHeight();

	int firstCol = minX/tW;
	int lastCol = maxX/tW;
	int firstRow = minY/tH;
	int lastRow = maxY/tH;

	if(firstCol < 0)
		firstCol = 0;
	if(firstRow < 0)
		firstRow = 0;
	if(lastCol >= tL->getColumns())
		lastCol = tL->getColumns() - 1;
	if(lastRow >= tL->getRows())
		lastRow = tL->getRows() - 1;

	for(int i = firstRow; i <= lastRow; i++)
	{
		for(int j = firstCol; j <= lastCol; j++)
		{
			Tile* current = tL->getTile(i,j);
			if(current->collidable == true)
			{
				if( !( (i+1)*tH < minY || i*tH > maxY || (j+1)*tW < minX || j*tW > maxX)  )
				{
					CollidableObject* tileCO = coStack[coStackCounter];
					coStackCounter --;
					BoundingVolume *bv = tileCO->getBoundingVolume();
					bv->setWidth(tW);
					bv->setHeight(tH);
					bv->setX(tW/2);
					bv->setY(tW/2);
					pp = tileCO->getPhysicalProperties();
					pp->setPosition(j*tW,i*tH);
					

					/*
					Collision* currentCollision = collisionStack.top();
					collisionStack.pop();*/
					Collision* currentCollision = collisionStack[collisionStackCounter];
					collisionStackCounter --;


					currentCollision->setCO1(c);
					currentCollision->setCO2(tileCO);
					currentCollision->calculateTimes();

					collisions->push_back(currentCollision);
				}
			}
		}
	}
	
}