Trying to switch to more object-oriented
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+44
-15
@@ -1,12 +1,30 @@
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#include "sdlpp_rectcolider.hpp"
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namespace SDLPP {
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RectColider::RectColider( double x, double y, double w, double h )
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: CollisionPolygon( x, y ) {
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w_ = w;
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h_ = h;
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double RectColider::width() const {
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return _size.getX();
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}
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double RectColider::height() const {
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return _size.getY();
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}
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int RectColider::pixel_width() const {
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return _size_pixel.getX();
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}
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int RectColider::pixel_height() const {
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return _size_pixel.getY();
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}
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RectColider::RectColider( double x, double y, double w, double h )
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: RectColider( { x, y }, { w, h } ) {}
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RectColider::RectColider( const Vec2D< double > &top_left,
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const Vec2D< double > &size )
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: CollisionPolygon( top_left ), _size( size ) {}
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bool RectColider::colidesWith( const SDLPP::CollisionPolygon &other ) const {
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if ( other.isCircle() ) {
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return other.colidesWith( *this );
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@@ -23,25 +41,25 @@ bool RectColider::isCircle() const {
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return false;
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}
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int RectColider::topmost() const {
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return ( !isInfinite() || original_y != -1 ) * getY() + isInfinite() * -1;
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return ( !isInfinite() || original.getY() != -1 ) * getY() +
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isInfinite() * -1;
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}
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int RectColider::bottommost() const {
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return ( !isInfinite() || h_ != -1 ) * ( getY() + pixel_h ) +
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return ( !isInfinite() || height() != -1 ) * ( getY() + pixel_height() ) +
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isInfinite() * -1;
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}
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int RectColider::leftmost() const {
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return ( !isInfinite() || original_x != -1 ) * getX() + isInfinite() * -1;
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return ( !isInfinite() || original.getX() != -1 ) * getX() +
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isInfinite() * -1;
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}
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int RectColider::rightmost() const {
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return ( !isInfinite() || w_ != -1 ) * ( getX() + pixel_w ) +
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return ( !isInfinite() || width() != -1 ) * ( getX() + pixel_width() ) +
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isInfinite() * -1;
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}
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void RectColider::updateCollision( int x, int y, int w, int h ) {
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position_x = original_x * w + x;
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position_y = original_y * h + y;
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pixel_w = w_ * w;
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pixel_h = h_ * h;
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position = Vec2D< int >( original.getX() * w + x, original.getY() * h + y );
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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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@@ -71,7 +89,7 @@ void RectColider::render( Renderer &renderer ) {
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SDL_Rect RectColider::getRect() {
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if ( !isInfinite() )
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return { leftmost(), topmost(), pixel_w, pixel_h };
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return { leftmost(), topmost(), pixel_width(), pixel_height() };
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SDL_Rect r = { 0, 0, 0, 0 };
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if ( ( r.x = leftmost() ) == -1 )
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@@ -81,11 +99,11 @@ SDL_Rect RectColider::getRect() {
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if ( rightmost() == -1 )
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r.w = std::numeric_limits< int >::max();
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else
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r.w = pixel_w;
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r.w = pixel_width();
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if ( bottommost() == -1 )
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r.h = std::numeric_limits< int >::max();
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else
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r.h = pixel_h;
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r.h = pixel_height();
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return r;
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}
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@@ -93,4 +111,15 @@ std::shared_ptr< CollisionPolygon > RectColider::copySelf() {
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return std::make_shared< RectColider >( *this );
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}
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std::vector< Line< double > > RectColider::getLines() {
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std::vector< Line< double > > ret{};
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ret.emplace_back( original, original + Vec2D< double >( width(), 0 ) );
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ret.emplace_back( original + Vec2D< double >( width(), 0 ),
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original + _size );
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ret.emplace_back( original, original + Vec2D< double >( 0, height() ) );
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ret.emplace_back( original + Vec2D< double >( 0, height() ),
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original + _size );
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return ret;
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}
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} // namespace SDLPP
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