void Player::CheckEnemyCollision(Enemy& e) { if (e.IsSpawned() && !e.IsDying() && CheckCollision(&e)) { ApplyDamage(e.GetContactDamage()); e.SetHasCollidedWithPlayer(true); //_collidedWithPlayer = true; } }
// Public for enemy to call - handle bullet collision and damage applying void Player::HandleBullets(Enemy& e) { if (!e.IsSpawned()) return; for (int i = 0; i < m_Bullets.size(); i++) { if (e.DetectBulletCollision(m_Bullets[i])) { e.ApplyDamage(2); m_Bullets.erase(m_Bullets.begin() + i); i--; continue; } } }