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ModuleCollision.cpp
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250 lines (214 loc) · 6.99 KB
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//=================================
// included dependencies
#include "Application.h"
#include "ModuleCollision.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleTextures.h"
#include "ModulePlayer.h"
//=================================
// the actual code
ModuleCollision::ModuleCollision(Application *app, bool start_enabled) : Module(app, start_enabled)
{
debug = false;
god_mode = false;
matrix[COLLIDER_WALL][COLLIDER_WALL] = false;
matrix[COLLIDER_WALL][COLLIDER_PLAYER] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY] = false;
matrix[COLLIDER_WALL][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_WALL][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_WALL][COLLIDER_RIBBON_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_WALL] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_PLAYER][COLLIDER_POWER_UP] = true;
matrix[COLLIDER_PLAYER][COLLIDER_RIBBON_SHOT] = false;
matrix[COLLIDER_ENEMY][COLLIDER_WALL] = false;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER] = false;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY] = false;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_ENEMY][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_ENEMY][COLLIDER_RIBBON_SHOT] = true;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_WALL] = true;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_ENEMY] = true;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_PLAYER_SHOT][COLLIDER_RIBBON_SHOT] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_WALL] = true;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_PLAYER] = true;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_ENEMY] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_ENEMY_SHOT][COLLIDER_RIBBON_SHOT] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_WALL] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_PLAYER] = true;
matrix[COLLIDER_POWER_UP][COLLIDER_ENEMY] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_POWER_UP][COLLIDER_RIBBON_SHOT] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_WALL] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_PLAYER] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_ENEMY] = true;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_RIBBON_SHOT][COLLIDER_RIBBON_SHOT] = false;
}
// Destructor
ModuleCollision::~ModuleCollision()
{ }
bool ModuleCollision::start()
{
god = app->textures->load("Images/God.png");
return true;
}
update_status ModuleCollision::preUpdate()
{
// Remove all colliders scheduled for deletion
doubleNode<Collider*> *tmp = colliders.getFirst();
doubleNode<Collider*> *tmp2;
while (tmp != NULL)
{
tmp2 = tmp->next;
if (tmp->data->to_delete == true)
{
delete tmp->data;
colliders.del(tmp);
}
tmp = tmp2;
}
return UPDATE_CONTINUE;
}
update_status ModuleCollision::update()
{
// Debug ---
if (app->input->getKey(SDL_SCANCODE_F1) == KEY_DOWN)
debug = !debug;
doubleNode<Collider*> *tmp = colliders.getFirst();
Collider *c1;
Collider *c2;
while (tmp != NULL)
{
c1 = tmp->data;
// Debug ---
if (debug)
drawDebug(c1);
doubleNode<Collider*> *tmp2 = tmp->next; // avoid checking collisions already checked
while (tmp2 != NULL)
{
c2 = tmp2->data;
if (c1->checkCollision(c2->rect) == true)
{
if (matrix[c1->type][c2->type] && c1->callback)
c1->callback->onCollision(c1, c2);
if (matrix[c2->type][c1->type] && c2->callback)
c2->callback->onCollision(c2, c1);
}
tmp2 = tmp2->next;
}
tmp = tmp->next;
}
// God_Mode --- The player lose all its collisions.
if (app->input->getKey(SDL_SCANCODE_F2) == KEY_DOWN)
{
if (god_mode == true)
{
matrix[COLLIDER_PLAYER][COLLIDER_WALL] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY] = true;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_PLAYER][COLLIDER_POWER_UP] = true;
matrix[COLLIDER_PLAYER][COLLIDER_RIBBON_SHOT] = false;
}
else
{
matrix[COLLIDER_PLAYER][COLLIDER_WALL] = false;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY] = false;
matrix[COLLIDER_PLAYER][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_PLAYER][COLLIDER_POWER_UP] = false;
matrix[COLLIDER_PLAYER][COLLIDER_RIBBON_SHOT] = false;
}
god_mode = !god_mode;
}
if (god_mode)
app->renderer->blit(god, app->player->position.x - 10 * SCALE_FACTOR, app->player->position.y - 55 * SCALE_FACTOR, NULL);
return UPDATE_CONTINUE;
}
void ModuleCollision::drawDebug(Collider *col)
{
Uint8 alpha = 80;
switch (col->type)
{
case COLLIDER_NONE:
app->renderer->drawQuad(col->rect, 255, 255, 255, alpha);
break;
case COLLIDER_WALL:
app->renderer->drawQuad(col->rect, 0, 0, 255, alpha);
break;
case COLLIDER_PLAYER:
app->renderer->drawQuad(col->rect, 255, 0, 0, alpha);
break;
case COLLIDER_ENEMY:
app->renderer->drawQuad(col->rect, 255, 100, 0, alpha);
break;
case COLLIDER_PLAYER_SHOT:
app->renderer->drawQuad(col->rect, 255, 255, 0, alpha);
break;
case COLLIDER_ENEMY_SHOT:
app->renderer->drawQuad(col->rect, 0, 255, 255, alpha);
break;
case COLLIDER_POWER_UP:
app->renderer->drawQuad(col->rect, 255, 0, 255, alpha);
break;
case COLLIDER_RIBBON_SHOT:
app->renderer->drawQuad(col->rect, 255, 255, 0, alpha);
break;
}
}
// Called before quitting
bool ModuleCollision::cleanUp()
{
app->textures->unload(god);
LOG("Freeing all colliders");
doubleNode<Collider*> *item = colliders.getLast();
while (item != NULL)
{
delete item->data;
item = item->previous;
}
colliders.clear();
return true;
}
Collider *ModuleCollision::addCollider(SDL_Rect rect, COLLIDER_TYPE type, bool positions_scaled, Module *callback)
{
if (positions_scaled == false)
{
rect.x *= SCALE_FACTOR;
rect.y *= SCALE_FACTOR;
}
rect.w *= SCALE_FACTOR;
rect.h *= SCALE_FACTOR;
Collider *ret = new Collider(rect, type, callback);
colliders.add(ret);
return ret;
}
// --------------------
bool Collider::checkCollision(SDL_Rect r) const
{
//return SDL_HasIntersection(&rect, &r);
return (rect.x < r.x + r.w &&
rect.x + rect.w > r.x &&
rect.y < r.y + r.h &&
rect.h + rect.y > r.y);
}