//checks for trap collisions void PlayerActor::doTrapCollision(float* nextX, float* nextY) { //loop through the traps and check collision vector<Trap*>* traps = dxMan->GetTraps(); for(vector<Trap*>::iterator iter = traps->begin(); iter != traps->end(); ++iter) { Trap* trapTest = *iter; bool hit = TestTrapCollision(trapTest, nextX, nextY); if (hit) { //check if trap is dangerous at this time if(trapTest->trapWillKill() || trapTest->trapType == 3) { trapTest->OnPlayerCollide(this); } } } }