bool operator==(const Vector2d& a, const Vector2d& b) { //Implement Here. if (a.get_x() == b.get_x() && a.get_y() == b.get_y()) return true; else return false; }
bool Game_Object::intersects_point(Vector2d& point) { if (point.get_x() > position.get_x() - width / 2.0 && point.get_x() < position.get_x() + width / 2.0 && point.get_y() > position.get_y() - height / 2.0 && point.get_y() < position.get_y() + height / 2.0 ) { return true; } return false; }
// operator overloading of '==' bool operator==(const Vector2d& a, const Vector2d& b) { return (a.get_x()==b.get_x() && a.get_y()==b.get_y()); }
Vector2d operator-(const Vector2d& a, const Vector2d& b) { //return subtract(a, b); return Vector2d((a.get_x() - b.get_x()), (a.get_y() - b.get_y())); }
Vector2d subtract(const Vector2d& a, const Vector2d& b) { //Implement Here. return Vector2d((a.get_x() - b.get_x()), (a.get_y() - b.get_y())); }
Vector2d add(const Vector2d& a, const Vector2d& b) { //const indicates that parameters that are const cannot be changed //Implement Here. return Vector2d((a.get_x() + b.get_x()), (a.get_y() + b.get_y())); }