void Player::CheckCollision(Hook h[], int numHooks) { for(int i = 0; i < numHooks; i++) { Hook tempHook = h[i]; double dist = TrueDist(x,tempHook.getX(), z,tempHook.getZ()); //printf ("%lf truedist %lf radius\n", dist, tempHook.getRadius()); if(dist < tempHook.getRadius()) { //printf("Caught\n"); caught = 1; h[i].catchFish(); myHook = &(h[i]); break; } } }
void Player::Go(Player *P, int numplayers, const Boundary &Path, const Boundary &BLL,const Boundary &BL,const Boundary &BR,const Boundary &BRR, const Button &B, Hook h[],int numHooks) { if(B.reset) { Reset(); } if(caught) { Hook myHookobj = *myHook; y = myHookobj.getY(); caught = myHookobj.caughtOrNot(); if(!caught) { y = .5; z += myHookobj.getRadius()+2; } } else { //Does everything for the player //Works for every type of player. no specifications need to be given, just a lot of objects get passed in Input(B);//Keyboard input for all players //Player-Player interaction if(!finish)//The player hasn't finished { Race(Path);//Follow the path AI(P,numplayers);//Act } else Finished(); //Act finished Bounce(P,numplayers); //Check for bounces between each player //Player-Env. Interaction DetectBoundary(BLL,BL); //Check left boundary DetectBoundary(BR,BRR); //Check right boundary DetectEndCond(Path); //Check end line&beginning if(usedtobeinabound==1||inabound==1) MoveBound(); else//if not in a boundary MoveDamp(); //Combine all Move(); //Check to see that the Players have not exicted the outer boundary Check(BLL, BL,Path,BR, BRR); CheckFinished(Path);//Check to see if the player is passed the ifinish line if(pt == 0) { CheckCollision(h, numHooks); } } }