-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathCollisionObject.h
92 lines (68 loc) · 2.23 KB
/
CollisionObject.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
/*
Greyout - a colourful platformer about love
Greyout is Copyright (c)2011-2014 Janek Schäfer
This file is part of Greyout.
Greyout is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Greyout is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Please direct any feedback, questions or comments to
Janek Schäfer (foxblock), foxblock_at_gmail_dot_com
*/
#ifndef COLLISIONOBJECT_H
#define COLLISIONOBJECT_H
#include <vector>
#include "SimpleDirection.h"
#include "Vector2df.h"
#include "Colour.h"
/**
Contains information about the last collision check, such as the collising pixels, correction, etc.
Also provides functions for analysing said data
**/
struct MapCollisionEntry
{
SimpleDirection dir;
Vector2df pos;
Colour col;
Vector2df correction; // currently unused
};
class BaseUnit;
struct UnitCollisionEntry
{
SimpleDirection dir;
Vector2df overlap;
BaseUnit* unit;
};
class CollisionObject
{
public:
CollisionObject();
virtual ~CollisionObject();
virtual void clear();
/// Analysing functions
bool isBeingSquashed() const;
bool isHealthy(const Vector2df& vel);
// Contains the checked pixels
vector<MapCollisionEntry> pixels;
// Total velocity correction, calculated by Physics
Vector2df correction;
// Total position correction - this correction will only affect the next
// cycle directly and is usually caused by vertical/slope correction to
// avoid rocketing the player in the air
Vector2df positionCorrection;
// count the ticks in which the unit is being squashed here
// if that value reaches a certain value the unit will explode
int squashCounter;
int squashThreshold;
// Hold all units with which the unit collided
vector<UnitCollisionEntry> units;
protected:
private:
};
#endif // COLLISIONOBJECT_H