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Sprite.cpp
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Sprite.cpp
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#include "Headers/Sprite.hpp"
Sprite::Sprite(sf::Vector2f position, float const width, float const height)
: position_(position)
, width_(width)
, height_(height)
{
updateVertexes();
};
bool Sprite::checkCollision(std::shared_ptr<Sprite> const checkedSprite)
{
//checking of main object vertexes collision
//left top vertex of the main object penetration
if( (vertex_[0].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[0].x <= checkedSprite->getVertexes()[1].x) &&
(vertex_[0].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[0].y <= checkedSprite->getVertexes()[2].y))
{
return true;
}
//right top vertex of the main object penetration
else if((vertex_[1].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[1].x <= checkedSprite->getVertexes()[1].x) &&
(vertex_[1].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[1].y <= checkedSprite->getVertexes()[2].y))
{
return true;
}
//left bottom vertex of the main object penetration
else if((vertex_[2].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[2].x <= checkedSprite->getVertexes()[1].x) &&
(vertex_[2].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[2].y <= checkedSprite->getVertexes()[2].y))
{
return true;
}
//right bottom vertex of the main object penetration
else if((vertex_[3].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[3].x <= checkedSprite->getVertexes()[1].x) &&
(vertex_[3].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[3].y <= checkedSprite->getVertexes()[2].y))
{
return true;
}
//checking of the main objects intersection (event without vertexes inside)
else if((((vertex_[0].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[0].y <= checkedSprite->getVertexes()[2].y)) //upper edge
or
((vertex_[2].y >= checkedSprite->getVertexes()[0].y) &&
(vertex_[2].y <= checkedSprite->getVertexes()[2].y))) //bottom edge
and
(((checkedSprite->getVertexes()[0].x >= vertex_[0].x) &&
(checkedSprite->getVertexes()[1].x <= vertex_[1].x)) // left edge of collider
or
((checkedSprite->getVertexes()[1].x >= vertex_[0].x) &&
(checkedSprite->getVertexes()[1].x <= vertex_[1].x)))) // right edge of collider
{
return true;
}
//main object vertical edges (changes checkedSprite with main object)
else if((((vertex_[0].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[0].x <= checkedSprite->getVertexes()[1].x)) //left edge
or
((vertex_[1].x >= checkedSprite->getVertexes()[0].x) &&
(vertex_[1].x <= checkedSprite->getVertexes()[1].x))) //right edge
and
(((checkedSprite->getVertexes()[0].y >= vertex_[0].y) &&
(checkedSprite->getVertexes()[0].y <= vertex_[2].y)) //top edge of collider
or
((checkedSprite->getVertexes()[2].y >= vertex_[0].y) &&
(checkedSprite->getVertexes()[2].y <= vertex_[2].y)))) //bottom edge of collider
{
return true;
}
else
{
return false;
}
}
bool Sprite::checkMapBoundaryCollision()
{
//top boundary
if(position_.y <= 0.0 or
position_.y >= (static_cast<float>(SCREEN_HEIGHT) - height_) or
position_.x <= 0.0 or
position_.x >= (static_cast<float>(SCREEN_HEIGHT) - width_))
{
collisionStatus_ = true;
}
else if(position_ == sf::Vector2f(0.0f, 0.0f))
{
collisionStatus_ = true;
}
else
{
collisionStatus_ = false;
}
return collisionStatus_;
}
void Sprite::draw(sf::RenderWindow& i_window)
{
//sf::RectangleShape rectangle_;
rectangle_.setFillColor(sf::Color::Yellow);
rectangle_.setSize(sf::Vector2f(width_, height_));
rectangle_.setPosition(position_);
i_window.draw(rectangle_);
}
void Sprite::updateVertexes()
{
vertex_[0] = position_;
vertex_[1] = position_ + sf::Vector2f{width_, 0.0};
vertex_[2] = position_ + sf::Vector2f{0.0, height_};
vertex_[3] = position_ + sf::Vector2f{width_, height_};
}
/*___________________________________GETTERS______________________________*/
bool Sprite::getCollisionStatus()
{
return this-> collisionStatus_;
}
float Sprite::getHeight() const
{
return this-> height_;
};
float Sprite::getWidth() const
{
return this-> width_;
};
sf::Vector2f Sprite::getPosition() const
{
return this -> position_;
};
std::array<sf::Vector2f, 4> Sprite::getVertexes()
{
return this-> vertex_;
}
/*__________________________________SETTERS____________________________*/
void Sprite::setCollisionStatus(bool status)
{
collisionStatus_ = status;
}
void Sprite::setPosition(sf::Vector2f position)
{
position_ = position;
};