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#ifndef GAME_COLLISION_H
#define GAME_COLLISION_H
#include <base/vmath.h>
class CCollision
{
class CTile *m_pTiles;
int m_Width;
int m_Height;
class CLayers *m_pLayers;
bool IsTileSolid(int x, int y);
int GetTile(int x, int y);
public:
enum
{
COLFLAG_SOLID=1,
COLFLAG_DEATH=2,
COLFLAG_NOHOOK=4,
};
CCollision();
void Init(class CLayers *pLayers);
bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); }
bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); }
int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces);
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size);
};
#endif
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