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CollisionObject.cpp
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#include "stdafx.h"
#include "CollisionObject.h"
#include "Constants.h"
#include <iostream>
#include "GeneralFunctions.h"
CollisionObject::CollisionObject()
{
// Default Values
rs_CollisionArea.setOutlineThickness(-1);
rs_CollisionArea.setOutlineColor(sf::Color(0, 0, 255));
rs_CollisionArea.setFillColor(sf::Color(0, 0, 0, 0));
rs_CollisionArea.setPosition(sf::Vector2f(-100, -100));
pt_Type = PT_FLOOR;
}
// Streamline Collision creation
void CollisionObject::InitializeCollision(PlatformType platformT, bool stopper, sf::Vector2f position, sf::Vector2f size)
{
// Place input values into respective collision data slots
pt_Type = platformT;
bol_Barrier = stopper;
// Placeholders while inputted values are altered
sf::Vector2f colPosition;
sf::Vector2f colSize;
// Alter coordinates based on collision type
if (stopper == true)
{
switch (platformT)
{
case PT_FLOOR:
colPosition.x = X_64(position.x);// +2;
colPosition.y = X_64(position.y);
colSize.x = X_64(size.x);// -4;
colSize.y = -X_64(size.y);
vec_TrueA.x = X_64(position.x);
vec_TrueA.y = X_64(position.y);
vec_TrueB.x = X_64(position.x) + X_64(size.x);
vec_TrueB.y = X_64(position.y);
break;
case PT_CEILING:
colPosition.x = X_64(position.x);// +2;
colPosition.y = X_64(position.y);// +1;
colSize.x = X_64(size.x);// -4;
colSize.y = -X_64(size.y);
vec_TrueA.x = X_64(position.x);
vec_TrueA.y = X_64(position.y);
vec_TrueB.x = X_64(position.x) + X_64(size.x);
vec_TrueB.y = X_64(position.y);
break;
case PT_LEFT_WALL:
colPosition.x = X_64(position.x);
colPosition.y = X_64(position.y);// +6;
colSize.x = -X_64(size.x);
colSize.y = X_64(size.y);// -11;
vec_TrueA.x = X_64(position.x);
vec_TrueA.y = X_64(position.y);
vec_TrueB.x = X_64(position.x);
vec_TrueB.y = X_64(position.y) + X_64(size.y);
break;
case PT_RIGHT_WALL:
colPosition.x = X_64(position.x);
colPosition.y = X_64(position.y);// +6;
colSize.x = -X_64(size.x);
colSize.y = X_64(size.y);// -11;
vec_TrueA.x = X_64(position.x);
vec_TrueA.y = X_64(position.y);
vec_TrueB.x = X_64(position.x);
vec_TrueB.y = X_64(position.y) + X_64(size.y);
break;
}
}
else
{
switch (platformT)
{
case PT_FLOOR:
colPosition.x = X_64(position.x) - 8;
colPosition.y = X_64(position.y) - 8;
colSize.x = X_64(size.x) + 16;
colSize.y = X_64(size.y);
break;
case PT_CEILING:
colPosition.x = X_64(position.x) - 8;
colPosition.y = X_64(position.y) + 8;
colSize.x = X_64(size.x) + 16;
colSize.y = X_64(size.y);
break;
case PT_LEFT_WALL:
colPosition.x = X_64(position.x) + 8;
colPosition.y = X_64(position.y) - 8;
colSize.x = X_64(size.x);
colSize.y = X_64(size.y) + 16;
break;
case PT_RIGHT_WALL:
colPosition.x = X_64(position.x) - 8;
colPosition.y = X_64(position.y) - 8;
colSize.x = X_64(size.x);
colSize.y = X_64(size.y) + 16;
break;
}
}
rs_CollisionArea.setPosition(colPosition);
rs_CollisionArea.setSize(colSize);
// Assign unique colors to each surface type
switch (platformT)
{
case PT_FLOOR:
rs_CollisionArea.setOutlineColor(sf::Color(255, 0, 0));
break;
case PT_LEFT_WALL:
rs_CollisionArea.setOutlineColor(sf::Color(0, 255, 0));
break;
case PT_RIGHT_WALL:
rs_CollisionArea.setOutlineColor(sf::Color(0, 0, 255));
break;
case PT_CEILING:
rs_CollisionArea.setOutlineColor(sf::Color(255, 255, 0));
break;
}
}
SlopeObject::SlopeObject()
{
col_TopCollision.InitializeCollision(PT_FLOOR, false, sf::Vector2f(0, 0), sf::Vector2f(0, 0));
col_BottomCollision.InitializeCollision(PT_CEILING, false, sf::Vector2f(0, 0), sf::Vector2f(0, 0));
col_LeftCollision.InitializeCollision(PT_RIGHT_WALL, false, sf::Vector2f(0, 0), sf::Vector2f(0, 0));
col_RightCollision.InitializeCollision(PT_LEFT_WALL, false, sf::Vector2f(0, 0), sf::Vector2f(0, 0));
bol_Inverted = false;
bol_LeftorRight = LEFT;
flo_Slope = 1;
}
void SlopeObject::InitializeSlope(bool direction, bool invert, sf::Vector2f position, sf::Vector2f size)
{
// Place input values into respective collision data slots
bol_LeftorRight = direction;
bol_Inverted = invert;
flo_Slope = size.x / size.y;
// Variables to increase readability
float top = position.y;
float left = position.x;
float height = size.y;
float width = size.x;
col_TopCollision.InitializeCollision(PT_FLOOR, false, sf::Vector2f(left, top), sf::Vector2f(width, 0));
col_BottomCollision.InitializeCollision(PT_CEILING, false, sf::Vector2f(left, top + height), sf::Vector2f(width, 0));
col_LeftCollision.InitializeCollision(PT_LEFT_WALL, false, sf::Vector2f(left + width, top), sf::Vector2f(0, height));
col_RightCollision.InitializeCollision(PT_RIGHT_WALL, false, sf::Vector2f(left, top), sf::Vector2f(0, height));
}
PlatformObject::PlatformObject()
{
}
void PlatformObject::InitializePlatform(sf::Vector2f position, sf::Vector2f size)
{
vec_Position = position;
vec_Size = size;
sf::Vector2f transPosition;
sf::Vector2f transSize;
transPosition.x = X_64(position.x);
transPosition.y = X_64(position.y);
transSize.x = X_64(size.x);
transSize.y = X_64(size.y);
rs_Platform.setPosition(transPosition);
rs_Platform.setSize(transSize);
rs_Platform.setFillColor(sf::Color(5, 5, 5));
/*
// Variables to increase readability
float top = position.y;
float left = position.x;
float height = size.y;
float width = size.x;
*/
/*col_TopCollision.InitializeCollision(PT_FLOOR, true, sf::Vector2f(left, top), sf::Vector2f(width, 1));
col_BottomCollision.InitializeCollision(PT_CEILING, true, sf::Vector2f(left, top + height), sf::Vector2f(width, -1));
col_LeftCollision.InitializeCollision(PT_LEFT_WALL, true, sf::Vector2f(left + width, top), sf::Vector2f(-1, height));
col_RightCollision.InitializeCollision(PT_RIGHT_WALL, true, sf::Vector2f(left, top), sf::Vector2f(1, height));*/
}