New collision detection
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parent
258ce51cfe
commit
d2cf54556e
@ -1,47 +1,34 @@
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#include "sdlpp_circlecolider.hpp"
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#include "sdlpp_geometry.hpp"
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namespace SDLPP {
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CircleColider::CircleColider( double x, double y, double rad )
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: CircleColider( {x, y}, rad ) {};
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: CircleColider( { x, y }, rad ){};
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CircleColider::CircleColider( const Vec2D< double > ¢er, double rad )
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: CollisionPolygon( center ), original_rad( rad ) {}
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bool CircleColider::colidesWith( const SDLPP::CollisionPolygon &other ) const {
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if ( other.isCircle() ) {
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int otherRad = ( other.rightmost() - other.leftmost() ) / 2;
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/* check if distance of centers is lower than radiuses added together */
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int otherRad =
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dynamic_cast< const SDLPP::CircleColider & >( other ).getRadius();
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int thisRad = getRadius();
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int totalDist = otherRad + thisRad;
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int xdiff = other.leftmost() + otherRad - ( leftmost() + thisRad );
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int ydiff = other.topmost() + otherRad - ( topmost() + thisRad );
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int xdiff = other.getX() - getX();
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int ydiff = other.getY() - getY();
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return ( xdiff * xdiff + ydiff * ydiff ) <= totalDist * totalDist;
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} else if ( other.isInfinite() ) {
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return infinityIntersection( other, *this );
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}
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int rad = rad_;
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int centerx = getX();
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int centery = getY();
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if ( other.topmost() <= centery && other.bottommost() >= centery ) {
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return other.leftmost() <= rightmost() &&
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other.rightmost() >= leftmost();
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} else if ( other.leftmost() <= centerx && other.rightmost() >= centerx ) {
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return other.topmost() <= bottommost() &&
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other.bottommost() >= topmost();
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/* other is not a circle */
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int rad = getRadius();
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for ( auto &line : other.getLines() ) {
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auto distance = pointLineDistance( position, line );
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if ( distance * distance <= rad * rad )
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return true;
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}
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int pointx = 0, pointy = 0;
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if ( centerx > other.rightmost() ) {
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pointx = other.rightmost();
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} else {
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pointx = other.leftmost();
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}
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if ( centery < other.topmost() ) {
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pointy = other.topmost();
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} else {
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pointy = other.bottommost();
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}
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int distancesquared = ( pointx - centerx ) * ( pointx - centerx ) +
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( pointy - centery ) * ( pointy - centery );
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return distancesquared <= rad * rad;
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return false;
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}
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bool CircleColider::isCircle() const {
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@ -61,12 +48,12 @@ int CircleColider::rightmost() const {
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}
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void CircleColider::updateCollision( int x, int y, int w, int h ) {
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position = Vec2D<int> ( original.getX() * w + x, original.getY() * h + y );
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position = Vec2D< int >( original.getX() * w + x, original.getY() * h + y );
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rad_ = original_rad * w;
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}
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void CircleColider::render( Renderer &renderer,
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const std::tuple< int, int, int, int > &color ) {
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void CircleColider::render( Renderer &renderer, const SDL_Color &color,
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const SDL_Color &outline_color ) {
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std::vector< int > rect = { leftmost(), topmost(), rightmost(),
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bottommost() };
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auto center_x = getX();
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@ -76,14 +63,13 @@ void CircleColider::render( Renderer &renderer,
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auto xdiff = center_x - i;
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auto xdist = xdiff * xdiff;
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auto allowed_rad = sqrt( radsq - xdist );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(),
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std::get< 0 >( color ), std::get< 1 >( color ),
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std::get< 2 >( color ), 0x40 );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), color.r, color.g,
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color.b, color.a );
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SDL_RenderDrawLine( renderer.getRendererPtr(), i,
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center_y - allowed_rad, i, center_y + allowed_rad );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(),
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std::get< 0 >( color ), std::get< 1 >( color ),
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std::get< 2 >( color ), 0x80 );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), outline_color.r,
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outline_color.g, outline_color.b,
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outline_color.a );
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SDL_RenderDrawLine( renderer.getRendererPtr(), i,
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center_y - allowed_rad, i,
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center_y - allowed_rad + 2 );
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@ -91,39 +77,18 @@ void CircleColider::render( Renderer &renderer,
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center_y + allowed_rad, i,
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center_y + allowed_rad - 2 );
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}
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), 0xFF, 0, 0, 0xFF );
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SDL_RenderDrawLine( renderer.getRendererPtr(), center_x, center_y,
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center_x + rad_, center_y );
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SDL_RenderDrawLine( renderer.getRendererPtr(), center_x, center_y, center_x,
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center_y + rad_ );
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SDL_RenderDrawLine( renderer.getRendererPtr(), center_x, center_y,
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center_x - rad_, center_y );
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SDL_RenderDrawLine( renderer.getRendererPtr(), center_x, center_y, center_x,
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center_y - rad_ );
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}
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void CircleColider::render( Renderer &renderer, const SDL_Color &color ) {
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auto input_color = color;
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auto outline_color = color;
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input_color.a = 0x40;
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outline_color.a = 0x80;
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render( renderer, input_color, outline_color );
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}
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void CircleColider::render( Renderer &renderer ) {
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std::vector< int > rect = { leftmost(), topmost(), rightmost(),
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bottommost() };
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auto center_x = getX();
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auto center_y = getY();
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auto radsq = rad_ * rad_;
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for ( int i = rect[0]; i <= rect[2]; i++ ) {
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auto xdiff = center_x - i;
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auto xdist = xdiff * xdiff;
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auto allowed_rad = sqrt( radsq - xdist );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_color.r,
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sdl_color.g, sdl_color.b, sdl_color.a );
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SDL_RenderDrawLine( renderer.getRendererPtr(), i,
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center_y - allowed_rad, i, center_y + allowed_rad );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_outline.r,
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sdl_outline.g, sdl_outline.b, sdl_outline.a );
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SDL_RenderDrawLine( renderer.getRendererPtr(), i,
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center_y - allowed_rad, i,
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center_y - allowed_rad + 2 );
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SDL_RenderDrawLine( renderer.getRendererPtr(), i,
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center_y + allowed_rad, i,
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center_y + allowed_rad - 2 );
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}
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render( renderer, sdl_color, sdl_outline );
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}
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int CircleColider::getRadius() const {
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@ -133,4 +98,8 @@ int CircleColider::getRadius() const {
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std::shared_ptr< CollisionPolygon > CircleColider::copySelf() {
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return std::make_shared< CircleColider >( *this );
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}
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std::vector< Line< int > > CircleColider::getLines() const {
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return {};
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}
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} // namespace SDLPP
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@ -21,11 +21,12 @@ public:
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virtual int rightmost() const override;
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virtual void updateCollision( int x, int y, int w, int h ) override;
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virtual void
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render( Renderer &renderer,
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const std::tuple< int, int, int, int > &color ) override;
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virtual void render( Renderer &renderer, const SDL_Color &color,
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const SDL_Color &outline_color ) override;
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virtual void render( Renderer &renderer, const SDL_Color &color ) override;
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virtual void render( Renderer &renderer ) override;
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virtual std::shared_ptr<CollisionPolygon> copySelf() override;
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virtual std::vector<Line<int>> getLines() const override;
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private:
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int getRadius() const;
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@ -28,7 +28,7 @@ CircleRender::CircleRender( Vec2D< double > center, double rad,
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CircleRender::CircleRender( Vec2D< double > center, double rad,
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std::shared_ptr< Renderer > &r,
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std::shared_ptr< Texture > &t )
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std::shared_ptr< Texture > &/*UNUSED*/ )
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: CircleRender( center, rad, r ) {
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throw "I don't support textures yet!!!";
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}
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@ -1,4 +1,5 @@
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#include "sdlpp_collision.hpp"
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#include "sdlpp_geometry.hpp"
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namespace SDLPP {
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CollisionPolygon::CollisionPolygon( double x, double y )
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@ -53,8 +54,14 @@ bool infinityIntersection( const SDLPP::CollisionPolygon &infinite,
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bool intersects( const SDLPP::CollisionPolygon &p1,
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const SDLPP::CollisionPolygon &p2 ) {
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return !(
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p1.rightmost() < p2.leftmost() || p2.rightmost() < p1.leftmost() ||
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p1.topmost() > p2.bottommost() || p2.topmost() > p1.bottommost() );
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if(p1.rightmost() < p2.leftmost() || p2.rightmost() < p1.leftmost() || p1.bottommost() < p2.topmost() || p2.bottommost() < p1.topmost())
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return false;
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for(auto &line : p1.getLines()) {
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for(auto &line2 : p2.getLines()) {
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if(linesCross(line, line2))
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return true;
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}
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}
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return false;
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}
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} // namespace SDLPP
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@ -4,13 +4,15 @@
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#include "sdlpp_common.hpp"
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#include "sdlpp_renderer.hpp"
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#include "sdlpp_vector.hpp"
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#include "sdlpp_line.hpp"
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#include <memory>
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#include <vector>
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namespace SDLPP {
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class SDLPPSCOPE CollisionPolygon {
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public:
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CollisionPolygon( double x, double y );
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CollisionPolygon( const Vec2D<double> &input );
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CollisionPolygon( const Vec2D< double > &input );
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virtual ~CollisionPolygon() {}
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virtual bool colidesWith( const CollisionPolygon &other ) const = 0;
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virtual bool isCircle() const = 0;
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@ -21,18 +23,20 @@ public:
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virtual int leftmost() const = 0;
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virtual int rightmost() const = 0;
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virtual void updateCollision( int x, int y, int w, int h );
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virtual void render( Renderer &renderer,
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const std::tuple< int, int, int, int > &color ) = 0;
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virtual void render( Renderer &renderer, const SDL_Color &color,
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const SDL_Color &outline_color ) = 0;
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virtual void render( Renderer &renderer, const SDL_Color &color ) = 0;
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virtual void render( Renderer &renderer ) = 0;
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int getX() const;
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int getY() const;
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void setColor( const std::string &color );
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void setOutlineColor( const std::string &color );
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virtual std::shared_ptr< CollisionPolygon > copySelf() = 0;
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virtual std::vector< Line< int > > getLines() const = 0;
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protected:
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Vec2D<double> original;
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Vec2D<int> position;
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Vec2D< double > original;
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Vec2D< int > position;
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bool infinite = false;
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SDL_Color sdl_color = { 0, 0, 0, 0 };
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SDL_Color sdl_outline = { 0, 0, 0, 0 };
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@ -5,10 +5,12 @@
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#include "sdlpp_vector.hpp"
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#include "sdlpp_line.hpp"
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#include <algorithm>
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#include <iostream>
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namespace SDLPP {
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template<typename T>
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Vec2D<T> pointProjectionOnLine( const Vec2D<T> &point, const Line<T> &line ) {
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template < typename T >
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Vec2D< T > pointProjectionOnLine( const Vec2D< T > &point,
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const Line< T > &line ) {
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/* from here -
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* https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
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*/
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@ -21,10 +23,49 @@ Vec2D<T> pointProjectionOnLine( const Vec2D<T> &point, const Line<T> &line ) {
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length_squared ) );
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return line.getStart() + t * ( line.getEnd() - line.getStart() );
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}
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template<typename T>
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double pointLineDistance( const Vec2D<T> &point, const Line<T> &line ) {
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template < typename T >
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double pointLineDistance( const Vec2D< T > &point, const Line< T > &line ) {
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return vecDistance( point, pointProjectionOnLine( point, line ) );
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}
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template < typename T >
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int _determinant( const Line< T > &line, const Vec2D< T > &point ) {
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auto res = ( line.getEnd().getX() - line.getStart().getX() ) *
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( point.getY() - line.getStart().getY() ) -
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( line.getEnd().getY() - line.getStart().getY() ) *
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( point.getX() - line.getStart().getX() );
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if ( res < 0 )
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return -1;
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if ( res > 0 )
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return 1;
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return 0;
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}
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template < typename T >
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bool linesCross( const Line< T > &a, const Line< T > &b ) {
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auto det_a_s = _determinant( a, b.getStart() );
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auto det_a_e = _determinant( a, b.getEnd() );
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if ( det_a_s == det_a_e && det_a_s != 0 )
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return false;
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// det_a_s == det_a_e == 0, means that lines have the same vector,
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// we need to find out if they overlap
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if ( det_a_s == det_a_e ) {
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if ( a.getStart().getX() == a.getEnd().getX() ) {
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// vertical lines
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return a.bottomost().getY() > b.topmost().getY() &&
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a.topmost().getY() < b.bottomost().getY();
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} else {
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// horizontal lines
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return a.leftmost().getX() < b.rightmost().getX() &&
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a.rightmost().getX() > b.leftmost().getX();
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}
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}
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auto det_b_s = _determinant( b, a.getStart() );
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auto det_b_e = _determinant( b, a.getEnd() );
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if ( det_b_s == det_b_e )
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return false;
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return true;
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}
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} // namespace SDLPP
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#endif
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@ -3,6 +3,7 @@
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#include "sdlpp_common.hpp"
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#include "sdlpp_vector.hpp"
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#include <iostream>
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namespace SDLPP {
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template<typename T>
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@ -11,14 +12,38 @@ public:
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Line() = delete;
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~Line() = default;
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Line( const Vec2D<T> &start, const Vec2D<T> &end )
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: _start( start ), _end( end ) {}
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: _start( start ), _end( end ) {
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updateMost();
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}
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Line( T x_1, T y_1, T x_2, T y_2 )
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: _start( { x_1, y_1 } ), _end( { x_2, y_2 } ) {}
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: Line( { x_1, y_1 }, { x_2, y_2 } ) {}
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Line( const Vec2D<T> &start, const Vec2D<T> &end, bool infinite )
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: _start( start ), _end( end ), _infinite( infinite ) {}
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: Line( start, end ), _infinite( infinite ) {}
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Line( T x_1, T y_1, T x_2, T y_2, bool infinite )
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: _start( { x_1, y_1 } ), _end( { x_2, y_2 } ),
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_infinite( infinite ) {}
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: Line( { x_1, y_1 }, { x_2, y_2 }, infinite ) {}
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Line(const Line &input) : Line(input.getStart(), input.getEnd()) {}
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Line &operator=(const Line &input) {
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_start = input.getStart();
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_end = input.getEnd();
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updateMost();
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return *this;
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}
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void updateMost() {
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if(_start.getY() < _end.getY()) {
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top = &_start;
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bottom = &_end;
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} else {
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top = &_end;
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bottom = &_start;
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}
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if(_start.getX() < _end.getX()) {
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left = &_start;
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right = &_end;
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} else {
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left = &_end;
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right = &_start;
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}
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}
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const Vec2D<T> &getStart() const {
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return _start;
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}
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@ -41,10 +66,26 @@ public:
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_start += vec;
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_end += vec;
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}
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const Vec2D<T> &topmost() const {
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return *top;
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}
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const Vec2D<T> &bottomost() const {
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return *bottom;
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}
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const Vec2D<T> &leftmost() const {
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return *left;
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}
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const Vec2D<T> &rightmost() const {
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return *right;
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}
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private:
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Vec2D<T> _start;
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Vec2D<T> _end;
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Vec2D<T> *top = nullptr;
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Vec2D<T> *bottom = nullptr;
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Vec2D<T> *left = nullptr;
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Vec2D<T> *right = nullptr;
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bool _infinite = false;
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};
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} // namespace SDLPP
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@ -62,29 +62,27 @@ void RectColider::updateCollision( int x, int y, int w, int h ) {
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_size_pixel = Vec2D< int >( width() * w, height() * h );
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}
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void RectColider::render( Renderer &renderer,
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const std::tuple< int, int, int, int > &color ) {
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void RectColider::render( Renderer &renderer, const SDL_Color &color,
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const SDL_Color &outline_color ) {
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auto rect = getRect();
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// outline with desired color at 50% opacity
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), std::get< 0 >( color ),
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std::get< 1 >( color ), std::get< 2 >( color ),
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0x80 );
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SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
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// fill with desired color at 25% opacity
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), std::get< 0 >( color ),
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std::get< 1 >( color ), std::get< 2 >( color ),
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0x40 );
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SDL_SetRenderDrawColor( renderer.getRendererPtr(), color.r, color.g,
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color.b, color.a );
|
||||
SDL_RenderFillRect( renderer.getRendererPtr(), &rect );
|
||||
SDL_SetRenderDrawColor( renderer.getRendererPtr(), outline_color.r,
|
||||
outline_color.g, outline_color.b, outline_color.a );
|
||||
SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
|
||||
}
|
||||
|
||||
void RectColider::render( Renderer &renderer, const SDL_Color &color ) {
|
||||
auto input_color = color;
|
||||
auto outline_color = color;
|
||||
input_color.a = 0x40;
|
||||
outline_color.a = 0x80;
|
||||
render( renderer, input_color, outline_color );
|
||||
}
|
||||
|
||||
void RectColider::render( Renderer &renderer ) {
|
||||
auto rect = getRect();
|
||||
SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_color.r, sdl_color.g,
|
||||
sdl_color.b, sdl_color.a );
|
||||
SDL_RenderFillRect( renderer.getRendererPtr(), &rect );
|
||||
SDL_SetRenderDrawColor( renderer.getRendererPtr(), sdl_outline.r,
|
||||
sdl_outline.g, sdl_outline.b, sdl_outline.a );
|
||||
SDL_RenderDrawRect( renderer.getRendererPtr(), &rect );
|
||||
render( renderer, sdl_color, sdl_outline );
|
||||
}
|
||||
|
||||
SDL_Rect RectColider::getRect() {
|
||||
@ -111,14 +109,14 @@ std::shared_ptr< CollisionPolygon > RectColider::copySelf() {
|
||||
return std::make_shared< RectColider >( *this );
|
||||
}
|
||||
|
||||
std::vector< Line< double > > RectColider::getLines() {
|
||||
std::vector< Line< double > > ret{};
|
||||
ret.emplace_back( original, original + Vec2D< double >( width(), 0 ) );
|
||||
ret.emplace_back( original + Vec2D< double >( width(), 0 ),
|
||||
original + _size );
|
||||
ret.emplace_back( original, original + Vec2D< double >( 0, height() ) );
|
||||
ret.emplace_back( original + Vec2D< double >( 0, height() ),
|
||||
original + _size );
|
||||
std::vector< Line< int > > RectColider::getLines() const {
|
||||
std::vector< Line< int > > ret{};
|
||||
ret.emplace_back( position, position + Vec2D< int >( pixel_width(), 0 ) );
|
||||
ret.emplace_back( position + Vec2D< int >( pixel_width(), 0 ),
|
||||
position + _size_pixel );
|
||||
ret.emplace_back( position, position + Vec2D< int >( 0, pixel_height() ) );
|
||||
ret.emplace_back( position + Vec2D< int >( 0, pixel_height() ),
|
||||
position + _size_pixel );
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -13,7 +13,7 @@ namespace SDLPP {
|
||||
class SDLPPSCOPE RectColider : public CollisionPolygon {
|
||||
public:
|
||||
RectColider( double x, double y, double w, double h );
|
||||
RectColider( const Vec2D<double> &top_left, const Vec2D<double> &size );
|
||||
RectColider( const Vec2D< double > &top_left, const Vec2D< double > &size );
|
||||
virtual ~RectColider() {}
|
||||
virtual bool colidesWith( const CollisionPolygon &other ) const override;
|
||||
virtual bool isCircle() const override;
|
||||
@ -22,12 +22,12 @@ public:
|
||||
virtual int leftmost() const override;
|
||||
virtual int rightmost() const override;
|
||||
virtual void updateCollision( int x, int y, int w, int h ) override;
|
||||
virtual void
|
||||
render( Renderer &renderer,
|
||||
const std::tuple< int, int, int, int > &color ) override;
|
||||
virtual void render( Renderer &renderer, const SDL_Color &color,
|
||||
const SDL_Color &outline_color ) override;
|
||||
virtual void render( Renderer &renderer, const SDL_Color &color ) override;
|
||||
virtual void render( Renderer &renderer ) override;
|
||||
virtual std::shared_ptr<CollisionPolygon> copySelf() override;
|
||||
virtual std::vector<Line<double>> getLines();
|
||||
virtual std::shared_ptr< CollisionPolygon > copySelf() override;
|
||||
virtual std::vector< Line< int > > getLines() const override;
|
||||
|
||||
private:
|
||||
SDL_Rect getRect();
|
||||
@ -37,8 +37,8 @@ private:
|
||||
int pixel_width() const;
|
||||
int pixel_height() const;
|
||||
|
||||
Vec2D<double> _size;
|
||||
Vec2D<int> _size_pixel;
|
||||
Vec2D< double > _size;
|
||||
Vec2D< int > _size_pixel;
|
||||
};
|
||||
} // end of namespace SDLPP
|
||||
#endif
|
||||
|
@ -137,7 +137,7 @@ bool RenderObject::getKilled() {
|
||||
return kill;
|
||||
}
|
||||
void RenderObject::setColiderColor( const std::string &color ) {
|
||||
colider_color = getColorsHEX( color );
|
||||
colider_color = getSDLColorHEX( color );
|
||||
}
|
||||
|
||||
void RenderObject::animate( int ticks ) {
|
||||
|
@ -114,7 +114,7 @@ protected:
|
||||
uint64_t id = -1;
|
||||
bool hidden = false;
|
||||
bool kill = false;
|
||||
std::tuple< int, int, int, int > colider_color = { 0x00, 0xFF, 0xFF, 0xFF };
|
||||
SDL_Color colider_color = { 0x00, 0xFF, 0xFF, 0xFF };
|
||||
uint64_t scene_id = -1;
|
||||
bool permanent = false;
|
||||
bool is_static = true;
|
||||
|
@ -10,7 +10,7 @@ OUTPUTFLAG = -Fo
|
||||
else
|
||||
UNAME_S := $(shell uname -s)
|
||||
CXX ?= g++
|
||||
CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2 -DDEBUG -DFEATURE -g -fsanitize=address
|
||||
CXXFLAGS = -std=c++14 -Wall -Wextra -pedantic -O2 -DDEBUG -DFEATURE #-g -fsanitize=address
|
||||
OBJEXT = o
|
||||
LDFLAGS ?= -lSDL2 -lSDL2_image -lSDL2_gfx -lSDL2_ttf -pthread
|
||||
OUTPUTFLAG = -o
|
||||
|
Loading…
Reference in New Issue
Block a user