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Ajout commentaires et destructeurs
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@ -3,56 +3,68 @@
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#include <Texture.hpp>
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#include <string>
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#include "MobsCorpACorpIA.h"
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GestionCollision::GestionCollision(GestionMobs* m, GestionPlayer* p, GestionTerrain* t) : gMobs(m), gPlayer(p), gTerrain(t)
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{
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}
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std::vector<MobsIA*> GestionCollision::CheckCollisonSol()
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{
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std::vector<MobsIA*> mobs_collision;
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/*for (MobsIA* m : gMobs->mobs)
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{
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Vector2 pos = m->get_transform().get_origin();
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Vector2 size = m->get_transform().get_scale();
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for (StaticBody2D* elem : gTerrain->elems_terrains)
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{
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if (elem->get_transform().get_origin().y > pos.x) {
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Godot::print("Mob touche");
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mobs_collision.push_back(m);
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}
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}
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}*/
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/**
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* <summary>Test des collisions entre les entit<69>s et le sol</summary>
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*/
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void GestionCollision::CheckCollisonSol()
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{
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Vector2 posPlayer = gPlayer->get_transform().get_origin();
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Vector2 taille_Player = ((Sprite*)gPlayer->get_children()[0])->get_texture().ptr()->get_size();
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bool player_touch = false;
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bool player_touch_temp = false;
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for (StaticBody2D* elem : gTerrain->elems_terrains)
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{
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//R<>cuperation des donn<6E>es de position de l'elem
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Vector2 posTerrain = elem->get_transform().get_origin();
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Vector2 taille_Sol = ((Sprite*)elem->get_children()[0])->get_texture().ptr()->get_size();
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//Test collision avec le sol et le player
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if (!player_touch_temp) // Si player ne touche pas encore
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if (posTerrain.y - (taille_Sol.y) < posPlayer.y
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&& posTerrain.y > posPlayer.y
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&& posTerrain.x - (taille_Sol.x / 2) < posPlayer.x + taille_Player.x / 4
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&& posTerrain.x + (taille_Sol.x / 2) > posPlayer.x - taille_Player.x / 4) //Test de si touche
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player_touch_temp = true;
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//Test collision de chaque mobs avec le sol
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for (KinematicBody2D* m : gMobs->mobs)
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{
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Vector2 pos = m->get_transform().get_origin();
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Vector2 size = ((Sprite*)elem->get_children()[0])->get_texture().ptr()->get_size();
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MobsCorpACorpIA* m_cast = (MobsCorpACorpIA*) m;
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if (posTerrain.y - (taille_Sol.y) < posPlayer.y
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&& posTerrain.y > posPlayer.y
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&& posTerrain.x - (taille_Sol.x / 2) < posPlayer.x + taille_Player.x / 4
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&& posTerrain.x + (taille_Sol.x / 2) > posPlayer.x - taille_Player.x / 4) {
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player_touch = true;
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break;
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if (posTerrain.y - (taille_Sol.y) < pos.y
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&& posTerrain.y > pos.y
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&& posTerrain.x - (taille_Sol.x / 2) < pos.x + size.x / 4
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&& posTerrain.x + (taille_Sol.x / 2) > pos.x - size.x / 4) {
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Godot::print("Mob touche");
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m_cast->on_ground = true;
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}
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}
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}
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gPlayer->on_ground = player_touch;
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return mobs_collision;
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gPlayer->on_ground = player_touch_temp;
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}
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std::vector<MobsIA*> GestionCollision::CheckCollisonMur()
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/**
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* <summary>Test des collisions entre les entit<69>s et les murs</summary>
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*/
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void GestionCollision::CheckCollisonMur()
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{
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return std::vector<MobsIA*>();
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}
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std::vector<MobsIA*> GestionCollision::CheckCollisonToit()
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/**
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* <summary>Test des collisions entre les entit<69>s et les plafonds</summary>
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*/
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void GestionCollision::CheckCollisonToit()
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{
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return std::vector<MobsIA*>();
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}
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