CollisionGridIterator(CollisionGrid& newgrid, const Rectangle& bbox)
: grid(newgrid)
{
- start_x = int(bbox.p1.x / grid.cell_width);
+ start_x = int(bbox.p1.x / grid.cell_width) - 2;
if(start_x < 0)
start_x = 0;
x = start_x;
- y = int(bbox.p1.y / grid.cell_height);
+ y = int(bbox.p1.y / grid.cell_height) - 2;
if(y < 0)
y = 0;
- end_x = int(bbox.p2.x / grid.cell_width) + 1;
+ end_x = int(bbox.p2.x / grid.cell_width) + 2;
if(end_x > (int) grid.cells_x)
end_x = grid.cells_x;
- end_y = int(bbox.p2.y / grid.cell_height) + 1;
+ end_y = int(bbox.p2.y / grid.cell_height) + 2;
if(end_y > (int) grid.cells_y)
end_y = grid.cells_y;