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ModuleCollision.cpp
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#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleCollision.h"
#include "ModuleFonts.h"
#include "Entity.h"
ModuleCollision::ModuleCollision() : Module(MODULE_COLLISION)
{
}
ModuleCollision::~ModuleCollision()
{
for (std::list<Collider*>::iterator it = creatures.begin(); it != creatures.end();)
RELEASE(*it);
for (std::list<Collider*>::iterator it = attacks.begin(); it != attacks.end();)
RELEASE(*it);
}
update_status ModuleCollision::PreUpdate()
{
for (std::list<Collider*>::iterator it = creatures.begin(); it != creatures.end();)
{
if ((*it)->to_delete == true)
{
RELEASE(*it);
it = creatures.erase(it);
}
else
++it;
}
for (std::list<Collider*>::iterator it = attacks.begin(); it != attacks.end();)
{
if ((*it)->to_delete == true)
{
RELEASE(*it);
it = attacks.erase(it);
}
else
++it;
}
return UPDATE_CONTINUE;
}
update_status ModuleCollision::Update()
{
for (std::list<Collider*>::iterator it = attacks.begin(); it != attacks.end(); ++it)
{
for (std::list<Collider*>::iterator jt = creatures.begin(); jt != creatures.end(); ++jt)
{
if (ColliderMatrix[(*it)->type][(*jt)->type])
{
if ((*it)->active && (*jt)->active)
{
if ((*it)->CheckCollision(**jt))
(*jt)->parent->HasCollided((*it));
}
}
}
}
for (std::list<Collider*>::iterator jt = activations.begin(); jt != activations.end(); ++jt)
{
for (std::list<Collider*>::iterator it = creatures.begin(); it != creatures.end(); ++it)
{
if (ColliderMatrix[(*it)->type][(*jt)->type])
{
if ((*it)->active && (*jt)->active)
{
if ((*it)->CheckCollision(**jt))
(*jt)->parent->HasCollided((*it));
}
}
}
}
return UPDATE_CONTINUE;
}
void ModuleCollision::DebugDraw() const
{
for (std::list<Collider*>::const_iterator it = creatures.begin(); it != creatures.end(); ++it)
{
if ((*it)->active)
{
SDL_Rect collider_rect = { (*it)->position.x,(*it)->position.y,(*it)->dimensions.x,(*it)->dimensions.y };
App->renderer->DrawQuad(collider_rect, 255, 0, 0, 80);
}
}
for (std::list<Collider*>::const_iterator it = attacks.begin(); it != attacks.end(); ++it)
{
if ((*it)->active)
{
SDL_Rect collider_rect = { (*it)->position.x,(*it)->position.y,(*it)->dimensions.x,(*it)->dimensions.y };
App->renderer->DrawQuad(collider_rect, 0, 0, 255, 80);
}
}
for (std::list<Collider*>::const_iterator it = activations.begin(); it != activations.end(); ++it)
{
if ((*it)->active)
{
SDL_Rect collider_rect = { (*it)->position.x,(*it)->position.y,(*it)->dimensions.x,(*it)->dimensions.y };
App->renderer->DrawQuad(collider_rect, 0, 255, 0, 80);
}
}
}
Collider* ModuleCollision::AddCollider(const Point3d& position, const Point3d& dimensions, ColliderType type, Entity* parent)
{
Collider* ret = new Collider(position, dimensions, type, parent);
if (type == PLAYER || type == ENEMY)
creatures.push_back(ret);
else if (type == PLAYER_ATTACK || type == ENEMY_ATTACK)
attacks.push_back(ret);
else if (type == ACTIVATION)
activations.push_back(ret);
return ret;
}
bool Collider::CheckCollision(const Collider& collider) const
{
bool ret = true;
if (collider.position.x < position.x && collider.position.x + collider.dimensions.x < position.x)
ret = false;
else if (position.x < collider.position.x && position.x + dimensions.x < collider.position.x)
ret = false;
else if (collider.position.y < position.y && collider.position.y + collider.dimensions.y < position.y)
ret = false;
else if (position.y < collider.position.y && position.y + dimensions.y < collider.position.y)
ret = false;
else if (collider.position.z < position.z && collider.position.z + collider.dimensions.z < position.z)
ret = false;
else if (position.z < collider.position.z && position.z + dimensions.z < collider.position.z)
ret = false;
return ret;
}