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ModuleCollision.cpp
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#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleCollision.h"
ModuleCollision::ModuleCollision()
{
for(uint i = 0; i < MAX_COLLIDERS; ++i)
colliders[i] = nullptr;
matrix[COLLIDER_WALL][COLLIDER_WALL] = false;
matrix[COLLIDER_WALL][COLLIDER_PLAYER] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY] = true;
matrix[COLLIDER_WALL][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_WALL][COLLIDER_ENEMY_SHOT] = true;
matrix[COLLIDER_WALL][COLLIDER_POWERUP] = 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_POWERUP] = true;
matrix[COLLIDER_ENEMY][COLLIDER_WALL] = true;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER] = true;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY] = false;
matrix[COLLIDER_ENEMY][COLLIDER_PLAYER_SHOT] = true;
matrix[COLLIDER_ENEMY][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_ENEMY][COLLIDER_POWERUP] = false;
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_POWERUP] = 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_POWERUP] = false;
matrix[COLLIDER_POWERUP][COLLIDER_WALL] = false;
matrix[COLLIDER_POWERUP][COLLIDER_PLAYER] = true;
matrix[COLLIDER_POWERUP][COLLIDER_ENEMY] = false;
matrix[COLLIDER_POWERUP][COLLIDER_PLAYER_SHOT] = false;
matrix[COLLIDER_POWERUP][COLLIDER_ENEMY_SHOT] = false;
matrix[COLLIDER_POWERUP][COLLIDER_POWERUP] = false;
}
// Destructor
ModuleCollision::~ModuleCollision()
{}
update_status ModuleCollision::PreUpdate()
{
// Remove all colliders scheduled for deletion
for(uint i = 0; i < MAX_COLLIDERS; ++i)
{
if(colliders[i] != nullptr && colliders[i]->to_delete == true)
{
delete colliders[i];
colliders[i] = nullptr;
}
}
// Calculate collisions
Collider* c1;
Collider* c2;
for(uint i = 0; i < MAX_COLLIDERS; ++i)
{
// skip empty colliders
if(colliders[i] == nullptr)
continue;
c1 = colliders[i];
// avoid checking collisions already checked
for(uint k = i+1; k < MAX_COLLIDERS; ++k)
{
// skip empty colliders
if(colliders[k] == nullptr)
continue;
c2 = colliders[k];
if (c2 != nullptr) {
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);
}
}
}
}
return UPDATE_CONTINUE;
}
// Called before render is available
update_status ModuleCollision::Update()
{
DebugDraw();
return UPDATE_CONTINUE;
}
void ModuleCollision::DebugDraw()
{
if(App->input->keyboard[SDL_SCANCODE_F1] == KEY_DOWN)
debug = !debug;
if(debug == false)
return;
Uint8 alpha = 80;
for(uint i = 0; i < MAX_COLLIDERS; ++i)
{
if(colliders[i] == nullptr)
continue;
switch(colliders[i]->type)
{
case COLLIDER_NONE: // white
App->render->DrawQuad(colliders[i]->rect, 255, 255, 255, alpha);
break;
case COLLIDER_WALL: // blue
App->render->DrawQuad(colliders[i]->rect, 0, 0, 255, alpha);
break;
case COLLIDER_PLAYER: // green
App->render->DrawQuad(colliders[i]->rect, 0, 255, 0, alpha);
break;
case COLLIDER_ENEMY: // red
App->render->DrawQuad(colliders[i]->rect, 255, 0, 0, alpha);
break;
case COLLIDER_PLAYER_SHOT: // yellow
App->render->DrawQuad(colliders[i]->rect, 255, 255, 0, alpha);
break;
case COLLIDER_ENEMY_SHOT: // magenta
App->render->DrawQuad(colliders[i]->rect, 0, 255, 255, alpha);
break;
case COLLIDER_POWERUP:
App->render->DrawQuad(colliders[i]->rect, 255, 0, 255, alpha);
break;
}
}
}
// Called before quitting
bool ModuleCollision::CleanUp()
{
LOG("Freeing all colliders");
for(uint i = 0; i < MAX_COLLIDERS; ++i)
{
if(colliders[i] != nullptr)
{
delete colliders[i];
colliders[i] = nullptr;
}
}
return true;
}
Collider* ModuleCollision::AddCollider(SDL_Rect rect, COLLIDER_TYPE type, Module* callback)
{
Collider* ret = nullptr;
for(uint i = 0; i < MAX_COLLIDERS; ++i)
{
if(colliders[i] == nullptr)
{
ret = colliders[i] = new Collider(rect, type, callback);
break;
}
}
return ret;
}
// -----------------------------------------------------
bool Collider::CheckCollision(const SDL_Rect& r) const
{
if (r.y + r.h <= rect.y || r.y >= rect.y + rect.h || r.x + r.w <= rect.x || r.x >= rect.x + rect.w)
return false;
else
return true;
}