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ModuleCollisions.cpp
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153 lines (125 loc) · 5.93 KB
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#include "ModuleCollisions.h"
#include "Game.h"
#include "ModuleRender.h"
#include "ModuleInput.h"
#include "SDL/include/SDL_Scancode.h"
ModuleCollisions::ModuleCollisions(bool startEnabled) : Module(startEnabled) {
for (uint i = 0; i < MAX_COLLIDERS; ++i) { colliders[i] = nullptr; }
matrix[Collider::TYPE::FLOOR][Collider::TYPE::NONE] = false;
matrix[Collider::TYPE::FLOOR][Collider::TYPE::FLOOR] = false;
matrix[Collider::TYPE::FLOOR][Collider::TYPE::PLAYER] = true;
matrix[Collider::TYPE::FLOOR][Collider::TYPE::BALLOON] = true;
//matrix[Collider::TYPE::FLOOR][Collider::TYPE::ANIMAL] = false;
matrix[Collider::TYPE::FLOOR][Collider::TYPE::PLAYER_SHOT] = true;
matrix[Collider::TYPE::PLAYER][Collider::TYPE::NONE] = false;
matrix[Collider::TYPE::PLAYER][Collider::TYPE::FLOOR] = true;
matrix[Collider::TYPE::PLAYER][Collider::TYPE::PLAYER] = false;
matrix[Collider::TYPE::PLAYER][Collider::TYPE::BALLOON] = true;
//matrix[Collider::TYPE::PLAYER][Collider::TYPE::ANIMAL] = true;
matrix[Collider::TYPE::PLAYER][Collider::TYPE::PLAYER_SHOT] = false;
matrix[Collider::TYPE::BALLOON][Collider::TYPE::NONE] = false;
matrix[Collider::TYPE::BALLOON][Collider::TYPE::FLOOR] = true;
matrix[Collider::TYPE::BALLOON][Collider::TYPE::PLAYER] = true;
matrix[Collider::TYPE::BALLOON][Collider::TYPE::BALLOON] = true;
//matrix[Collider::TYPE::BALLOON][Collider::TYPE::ANIMAL] = false;
matrix[Collider::TYPE::BALLOON][Collider::TYPE::PLAYER_SHOT] = true;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::NONE] = false;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::FLOOR] = false;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::PLAYER] = true;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::BALLOON] = false;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::ANIMAL] = false;
//matrix[Collider::TYPE::ANIMAL][Collider::TYPE::PLAYER_SHOT] = true;
matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::NONE] = false;
matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::FLOOR] = true;
matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::PLAYER] = false;
matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::BALLOON] = true;
//matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::ANIMAL] = true;
matrix[Collider::TYPE::PLAYER_SHOT][Collider::TYPE::PLAYER_SHOT] = false;
}
// Destructor
ModuleCollisions::~ModuleCollisions() {}
UPDATE_STATUS ModuleCollisions::PreUpdate() {
// Remove all colliders scheduled for deletion
for (uint i = 0; i < MAX_COLLIDERS; ++i) {
if (colliders[i] != nullptr && colliders[i]->CheckPendingToDelete() == true) {
delete colliders[i];
colliders[i] = nullptr;
}
}
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 (c1->Intersects(c2->GetRect()) && matrix[c1->GetType()][c2->GetType()]) {
if (c1->GetListener()) { c1->GetListener()->OnCollision(c1, c2); }
if (c2->GetListener()) { c2->GetListener()->OnCollision(c2, c1); }
}
}
}
return UPDATE_STATUS::UPDATE_CONTINUE;
}
UPDATE_STATUS ModuleCollisions::Update() {
if (game->GetModuleInput()->GetKey(SDL_SCANCODE_F1) == KEY_DOWN) { debug = !debug; }
return UPDATE_STATUS::UPDATE_CONTINUE;
}
UPDATE_STATUS ModuleCollisions::PostUpdate() {
if (debug) { DebugDraw(); }
return UPDATE_STATUS::UPDATE_CONTINUE;
}
void ModuleCollisions::DebugDraw() {
Uint8 alpha = 80;
for (uint i = 0; i < MAX_COLLIDERS; ++i) {
if (colliders[i] == nullptr) { continue; }
switch (colliders[i]->GetType()) {
case Collider::TYPE::FLOOR: // yellow
game->GetModuleRender()->DrawQuad(colliders[i]->GetRect(), 255, 255, 0, alpha);
break;
case Collider::TYPE::PLAYER: // red
game->GetModuleRender()->DrawQuad(colliders[i]->GetRect(), 255, 0, 0, alpha);
break;
case Collider::TYPE::BALLOON: // green
game->GetModuleRender()->DrawQuad(colliders[i]->GetRect(), 0, 255, 0, alpha);
break;
//case Collider::TYPE::ANIMAL: // blue
// game->GetModuleRender()->DrawQuad(colliders[i]->GetRect(), 0, 0, 255, alpha);
// break;
case Collider::TYPE::PLAYER_SHOT: // cyan
game->GetModuleRender()->DrawQuad(colliders[i]->GetRect(), 0, 255, 255 , alpha);
break;
}
}
game->GetModuleRender()->DrawQuad({ 0,0, TILE_SIZE, TILE_SIZE * 26 }, 255, 255, 0, alpha);
game->GetModuleRender()->DrawQuad({ 0,0, TILE_SIZE * 48, TILE_SIZE }, 255, 255, 0, alpha);
game->GetModuleRender()->DrawQuad({ TILE_SIZE * 47,0, TILE_SIZE, TILE_SIZE * 26 }, 255, 255, 0, alpha);
game->GetModuleRender()->DrawQuad({ 0,TILE_SIZE * 25, TILE_SIZE * 48, TILE_SIZE }, 255, 255, 0, alpha);
//game->GetModuleRender()->DrawQuad({ 0,TILE_SIZE * 25 - 40, TILE_SIZE * 48, 2 }, 255, 255, 0, alpha);
game->GetModuleRender()->DrawQuad({ 0,TILE_SIZE * 2, TILE_SIZE * 48, 2 }, 255, 255, 0, alpha);
}
// Called before quitting
bool ModuleCollisions::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* ModuleCollisions::AddCollider(SDL_Rect rect, Collider::TYPE type, Module* listener) {
Collider* ret = nullptr;
for (uint i = 0; i < MAX_COLLIDERS; ++i) {
if (colliders[i] == nullptr) {
ret = colliders[i] = new Collider(rect, type, listener);
break;
}
}
return ret;
}