dungeonanddeamon/DungeonAndDeamonScript/DungeonAndDemaonScript/GestionCollision.cpp
2020-04-30 11:24:52 +02:00

59 lines
1.5 KiB
C++

#include "GestionCollision.h"
#include <Texture.hpp>
#include <string>
GestionCollision::GestionCollision(GestionMobs* m, GestionPlayer* p, GestionTerrain* t) : gMobs(m), gPlayer(p), gTerrain(t)
{
}
std::vector<MobsIA*> GestionCollision::CheckCollisonSol()
{
std::vector<MobsIA*> mobs_collision;
/*for (MobsIA* m : gMobs->mobs)
{
Vector2 pos = m->get_transform().get_origin();
Vector2 size = m->get_transform().get_scale();
for (StaticBody2D* elem : gTerrain->elems_terrains)
{
if (elem->get_transform().get_origin().y > pos.x) {
Godot::print("Mob touche");
mobs_collision.push_back(m);
}
}
}*/
Vector2 posPlayer = gPlayer->get_transform().get_origin();
Vector2 taille_Player = ((Sprite*)gPlayer->get_children()[0])->get_texture().ptr()->get_size();
bool player_touch = false;
for (StaticBody2D* elem : gTerrain->elems_terrains)
{
Vector2 posTerrain = elem->get_transform().get_origin();
Vector2 taille_Sol = ((Sprite*)elem->get_children()[0])->get_texture().ptr()->get_size();
if (posTerrain.y - (taille_Sol.y) < posPlayer.y
&& posTerrain.y > posPlayer.y
&& posTerrain.x - (taille_Sol.x / 2) < posPlayer.x + taille_Player.x / 4
&& posTerrain.x + (taille_Sol.x / 2) > posPlayer.x - taille_Player.x / 4) {
player_touch = true;
break;
}
}
gPlayer->on_ground = player_touch;
return mobs_collision;
}
std::vector<MobsIA*> GestionCollision::CheckCollisonMur()
{
return std::vector<MobsIA*>();
}
std::vector<MobsIA*> GestionCollision::CheckCollisonToit()
{
return std::vector<MobsIA*>();
}