- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < bullets.size(); ++i)
- {
- for(unsigned int j = 0; j < bad_guys.size(); ++j)
- {
- if(bad_guys[j].dying != DYING_NOT)
- continue;
- if(rectcollision(&bullets[i].base, &bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- bad_guys[j].collision(0, CO_BULLET);
- bullet_collision(&bullets[i], CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for(unsigned int i = 0; i < bad_guys.size(); ++i)
- {
- if(bad_guys[i].dying != DYING_NOT)
- continue;
-
- for(unsigned int j = i+1; j < bad_guys.size(); ++j)
- {
- if(j == i || bad_guys[j].dying != DYING_NOT)
- continue;
-
- if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
- bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
- }
- }
- }
-
- if(tux.dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for(unsigned int i = 0; i < bad_guys.size(); ++i)
- {
- if(bad_guys[i].dying != DYING_NOT)
- continue;
-
- if(rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height < bad_guys[i].base.y + bad_guys[i].base.height/2)
- {
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- tux.collision(&bad_guys[i], CO_BADGUY);
- }
- }
- }
-
- // CO_UPGRADE & CO_PLAYER check
- for(unsigned int i = 0; i < upgrades.size(); ++i)
- {
- if(rectcollision(&upgrades[i].base,&tux.base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrade_collision(&upgrades[i], &tux, CO_PLAYER);
- }
- }
-
+ if(!rectangle_rectangle(hit, rect, movement, (const Rect&) triangle))
+ return false;
+
+ Vector normal;
+ float c;
+ Vector p1;
+ Vector tp1, tp2;
+ switch(triangle.dir & AATriangle::DEFORM_MASK) {
+ case 0:
+ tp1 = triangle.p1;
+ tp2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM1:
+ tp1 = Vector(triangle.p1.x, triangle.p1.y + triangle.get_height()/2);
+ tp2 = triangle.p2;
+ break;
+ case AATriangle::DEFORM2:
+ tp1 = triangle.p1;
+ tp2 = Vector(triangle.p2.x, triangle.p1.y + triangle.get_height()/2);
+ break;
+ case AATriangle::DEFORM3:
+ tp1 = triangle.p1;
+ tp2 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p2.y);
+ break;
+ case AATriangle::DEFORM4:
+ tp1 = Vector(triangle.p1.x + triangle.get_width()/2, triangle.p1.y);
+ tp2 = triangle.p2;
+ break;
+ default:
+ assert(false);
+ }
+
+ switch(triangle.dir & AATriangle::DIRECTION_MASK) {
+ case AATriangle::SOUTHWEST:
+ p1 = Vector(rect.p1.x, rect.p2.y);
+ makePlane(tp1, tp2, normal, c);
+ break;
+ case AATriangle::NORTHEAST:
+ p1 = Vector(rect.p2.x, rect.p1.y);
+ makePlane(tp2, tp1, normal, c);
+ break;
+ case AATriangle::SOUTHEAST:
+ p1 = rect.p2;
+ makePlane(Vector(tp1.x, tp2.y),
+ Vector(tp2.x, tp1.y), normal, c);
+ break;
+ case AATriangle::NORTHWEST:
+ p1 = rect.p1;
+ makePlane(Vector(tp2.x, tp1.y),
+ Vector(tp1.x, tp2.y), normal, c);
+ break;
+ default:
+ assert(false);
+ }
+
+ float n_p1 = -(normal * p1);
+ float depth = n_p1 - c;
+ if(depth < 0)
+ return false;
+ float time = depth / -(normal * movement);
+ if(time < hit.time) {
+ hit.depth = depth;
+ hit.time = time;
+ hit.normal = normal;
+ }
+
+ return true;