Пример #1
0
/**
 * \brief Checks whether a sprite collides with this detector.
 *
 * If there is a collision, the notify_collision(Entity&, Sprite&, Sprite&) method is called.
 *
 * \param entity the entity to check
 * \param sprite the sprite of that entity
 */
void Detector::check_collision(Entity& entity, Sprite& sprite) {

  if (has_collision_mode(COLLISION_SPRITE)
      && &entity != this
      && (has_layer_independent_collisions() || get_layer() == entity.get_layer())) {

    // we check the collision between the specified entity's sprite and all sprites of the current entity
    for (const SpritePtr& this_sprite: get_sprites()) {

      if (this_sprite->test_collision(sprite, get_x(), get_y(), entity.get_x(), entity.get_y())) {
        notify_collision(entity, *this_sprite, sprite);
      }
    }
  }
}
Пример #2
0
/**
 * \brief Checks whether a sprite collides with this detector.
 *
 * If there is a collision, the notify_collision(MapEntity&, Sprite&, Sprite&) method is called.
 *
 * \param entity the entity to check
 * \param sprite the sprite of that entity
 */
void Detector::check_collision(MapEntity& entity, Sprite& sprite) {

  if (has_collision_mode(COLLISION_SPRITE)
      && &entity != this
      && (has_layer_independent_collisions() || get_layer() == entity.get_layer())) {

    // we check the collision between the specified entity's sprite and all sprites of the current entity
    std::vector<Sprite*>::const_iterator it;
    for (it = get_sprites().begin(); it != get_sprites().end(); it++) {
      Sprite& this_sprite = *(*it);

      if (this_sprite.test_collision(sprite, get_x(), get_y(), entity.get_x(), entity.get_y())) {
        notify_collision(entity, sprite, this_sprite);
      }
    }
  }
}
Пример #3
0
/**
 * \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);
    }
  }
}