#ifndef GAME_COLLISION_H #define GAME_COLLISION_H #include class CCollision { class CTile *m_pTiles; int m_Width; int m_Height; class CLayers *m_pLayers; public: enum { COLFLAG_SOLID=1, COLFLAG_DEATH=2, COLFLAG_NOHOOK=4, COLFLAG_NOLASER=8, COLFLAG_THROUGH=16 }; CCollision(); void Init(class CLayers *pLayers); bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); } bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); } bool FCheckPoint(float x, float y) { return IsFSolid(round(x), round(y)); } bool FCheckPoint(vec2 p) { return FCheckPoint(p.x, p.y); } void SetCollisionAt(float x, float y, int flag); int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); } int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); } int GetWidth() { return m_Width; }; int GetHeight() { return m_Height; }; int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough); int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); int IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision); int IntersectAir(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); int GetTile(int x, int y); int GetFTile(int x, int y); int Entity(int x, int y, bool Front); //DDRace int GetMapIndex(vec2 PrevPos, vec2 Pos); vec2 GetPos(int Index); int GetCollisionDDRace(int Index); int GetFCollisionDDRace(int Index); int IsTeleport(int x, int y); //int IsCheckpoint(int Index); bool IsSpeedup(int x, int y); void GetSpeedup(int x, int y, vec2 *Dir, int *Force); int IsSolid(int x, int y); int IsFSolid(int x, int y); int IsThrough(int x, int y); int IsNoLaser(int x, int y); int IsFNoLaser(int x, int y); int IsCp(int x, int y); vec2 CpSpeed(int index); class CTeleTile *m_pTele; class CSpeedupTile *m_pSpeedup; class CTile *m_pFront; class CLayers *Layers() { return m_pLayers; } }; #endif