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ModuleCollision.cpp
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115 lines (92 loc) · 2.4 KB
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#include "Globals.h"
#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleCollision.h"
#include "Entity.h"
#include "SDL/include/SDL.h"
using namespace std;
ModuleCollision::ModuleCollision()
{
}
// Destructor
ModuleCollision::~ModuleCollision()
{}
update_status ModuleCollision::PreUpdate()
{
// Remove all colliders scheduled for deletion
for (list<Collider*>::iterator it = colliders.begin(); it != colliders.end();)
{
if ((*it)->to_delete == true)
{
RELEASE(*it);
it = colliders.erase(it);
}
else
++it;
}
return UPDATE_CONTINUE;
}
update_status ModuleCollision::Update()
{
list<Collider*>::iterator iti = colliders.begin();
for (int i = 0; i < (int)(colliders.size() - 1); ++i)
{
list<Collider*>::iterator itj = iti;
for (int j = (i + 1); j < colliders.size(); ++j)
{
++itj;
if (collisionMatrix[(*iti)->typeCollider][(*itj)->typeCollider])
{
if ((*iti)->CheckCollision((*itj)->rect))
{
if (collisionStateMatrix[i][j] == COLL_IDLE)
collisionStateMatrix[i][j] = COLL_FIRST;
else
collisionStateMatrix[i][j] = COLL_REPEAT;
if ((*iti)->listener != nullptr)((*iti)->listener)->OnCollide(*itj, collisionStateMatrix[i][j]);
if ((*itj)->listener != nullptr)((*itj)->listener)->OnCollide(*iti, collisionStateMatrix[i][j]);
}
else
{
collisionStateMatrix[i][j] = COLL_IDLE;
}
}
};
++iti;
}
if(App->input->GetKey(SDL_SCANCODE_F1) == KEY_DOWN)
debug = !debug;
if(debug == true)
DebugDraw();
return UPDATE_CONTINUE;
}
void ModuleCollision::DebugDraw()
{
for (list<Collider*>::iterator it = colliders.begin(); it != colliders.end(); ++it)
App->renderer->DrawQuad((*it)->rect, 0, 255, 0, 80);
}
// Called before quitting
bool ModuleCollision::CleanUp()
{
LOG("Freeing all colliders");
for (list<Collider*>::iterator it = colliders.begin(); it != colliders.end();) {
RELEASE(*it);
it = colliders.erase(it);
}
colliders.clear();
return true;
}
Collider* ModuleCollision::AddCollider(const SDL_Rect& rect, TypeCollider typecollider, Collider::CListener* listener, Entity* entity)
{
Collider* ret = new Collider(rect, typecollider);
ret->listener = listener;
ret->entity = entity;
colliders.push_back(ret);
return ret;
}
// -----------------------------------------------------
bool Collider::CheckCollision(const SDL_Rect& r) const
{
return SDL_HasIntersection(&r, &rect);
}