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collision.cpp
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#include "Collision.h"
Collision::Collision()
{
isDeadEnemy = false;
}
/*void Collision::DeadEnemy(vector <Bullet>(&bullets)[20], vector <Enemy> &enemies) //change from 4 to 20
{
for(int i = 0; i<enemies.size();i++)
{
if (!enemies[i].dead && abs(enemies[i].posY + 3.5) < ERROR_AC)
{
for(int j = 0; j<bullets[0].size(); j++)
{
if(abs(bullets[0][j].heroX - enemies[i].posX) < ERROR_AC)
{
//cout << "Dead" << endl;
bullets[0][j].killer = true;
enemies[i].dead = true;
isDeadEnemy = true;
}
}
}
else if (!enemies[i].dead && abs(enemies[i].posY + 4) < ERROR_AC)
{
for(int j = 0; j<bullets[1].size(); j++)
{
if(abs(bullets[1][j].heroX - enemies[i].posX) < ERROR_AC)
{
//cout << "Dead" << endl;
bullets[1][j].killer = true;
enemies[i].dead = true;
isDeadEnemy = true;
}
}
}
else if (!enemies[i].dead && abs(enemies[i].posY + 4.5) < ERROR_AC)
{
for(int j = 0; j<bullets[2].size(); j++)
{
if(abs(bullets[2][j].heroX - enemies[i].posX) < ERROR_AC)
{
//cout << "Dead" << endl;
bullets[2][j].killer = true;
enemies[i].dead = true;
isDeadEnemy = true;
}
}
}
else if (!enemies[i].dead && abs(enemies[i].posY + 5) < ERROR_AC){
for(int j = 0; j<bullets[3].size(); j++)
{
if(abs(bullets[3][j].heroX - enemies[i].posX) < ERROR_AC)
{
//cout << "Dead" << endl;
bullets[3][j].killer = true;
enemies[i].dead = true;
isDeadEnemy = true;
}
}
}
}
}*/
void Collision::DeadEnemy(vector <Bullet>(&bullets)[20], vector <Enemy> &enemies) //change from 4 to 20
{
float f=4;
for(int h = 0;h<20;h++)
{
for(int i = 0; i<enemies.size();i++)
{
if(enemies[i].posY<0)
{
if(!enemies[i].dead&&abs(enemies[i].posY-f)<ERROR_AC)
{
for(int j=0;j<bullets[h].size();j++)
{
if(abs(bullets[h][j].heroX-enemies[i].posX)<ERROR_AC)
{
bullets[h][j].killer=true;
enemies[i].dead=true;
isDeadEnemy = true;
}
}
}
}
}
f-=0.5;
}
}
void Collision::DeadHero(Hero &hero, vector<Enemy> &enemies)
{
for(int i = 0; i<enemies.size(); i++){
for(int j = 0; j<enemies[i].bullets.size();j++){
//if(!hero.jumper)
{
if(abs(enemies[i].bullets[j].heroY-hero.posY) < ERROR_AC)
{
if(abs(enemies[i].bullets[j].heroX-hero.posX) < ERROR_AC)
{
if(hero.life == 1)
hero.dead = true;
else
hero.life--;
enemies[i].bullets[j].killer = true;
hero.gotHit = true;
}
}
}
/*if(hero.jumper)
{
if(abs(enemies[i].bullets[j].heroY-hero.prevY) < ERROR_AC && abs(hero.prevY - hero.posY) < 1)
{
if(abs(enemies[i].bullets[j].heroX-hero.posX) < 1)
{
if(hero.life == 1)
hero.dead = true;
else
hero.life--;
enemies[i].bullets[j].killer = true;
hero.gotHit = true;
}
}
}*/
}
}
}