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40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_COLLISION_H
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#define GAME_COLLISION_H
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#include <base/vmath.h>
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class CCollision
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{
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class CTile *m_pTiles;
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int m_Width;
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int m_Height;
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class CLayers *m_pLayers;
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bool IsTileSolid(int x, int y);
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int GetTile(int x, int y);
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public:
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enum
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{
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COLFLAG_SOLID=1,
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COLFLAG_DEATH=2,
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COLFLAG_NOHOOK=4,
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};
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CCollision();
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void Init(class CLayers *pLayers);
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bool CheckPoint(float x, float y) { return IsTileSolid(round(x), round(y)); }
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bool CheckPoint(vec2 Pos) { return CheckPoint(Pos.x, Pos.y); }
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int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
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int GetWidth() { return m_Width; };
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int GetHeight() { return m_Height; };
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int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
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void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces);
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void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
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bool TestBox(vec2 Pos, vec2 Size);
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};
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#endif
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