}
class Vector;
-class Rect;
+class Rectf;
class Sprite;
class GameObject;
class Player;
* tests if a given rectangle is inside the sector
* (a rectangle that is on top of the sector is considered inside)
*/
- bool inside(const Rect& rectangle) const;
+ bool inside(const Rectf& rectangle) const;
void play_music(MusicType musictype);
MusicType get_music_type();
}
void collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest) const;
+ const Vector& movement, const Rectf& dest) const;
/**
* Checks if the specified rectangle is free of (solid) tiles.
* Note that this does not include static objects, e.g. bonus blocks.
*/
- bool is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid = false) const;
+ bool is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid = false) const;
/**
* Checks if the specified rectangle is free of both
* 1.) solid tiles and
* 2.) MovingObjects in COLGROUP_STATIC.
* Note that this does not include badguys or players.
*/
- bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
+ bool is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
/**
* Checks if the specified rectangle is free of both
* 1.) solid tiles and
* 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
* This includes badguys and players.
*/
- bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
+ bool is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object = 0) const;
/**
* returns a list of players currently in the sector
return std::vector<Player*>(1, this->player);
}
- Rect get_active_region();
+ Rectf get_active_region();
/**
* returns the width (in px) of a sector)
float get_gravity() const;
private:
- uint32_t collision_tile_attributes(const Rect& dest) const;
+ uint32_t collision_tile_attributes(const Rectf& dest) const;
void before_object_remove(GameObject* object);
bool before_object_add(GameObject* object);
* (because of ABORT_MOVE in the collision response or no collisions)
*/
void collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest, GameObject& object);
+ const Vector& movement, const Rectf& dest, GameObject& object);
void collision_static_constrains(MovingObject& object);