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collisionManager.cpp
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808 lines (715 loc) · 23.7 KB
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#include "stdafx.h"
#include "collisionManager.h"
#include "player.h"
#include "enemy.h"
#include "meerkat.h"
#include "buffalo.h"
#include "hedgehag.h"
#include "bullets.h"
#include "bullet.h"
HRESULT collisionManager::init()
{
_player = dynamic_cast<player*>(OBJECTMANAGER->findObject(objectType::PLAYER, "player"));
_count = 0;
_collisionCount = 0;
_playerCollisionCount = 0;
_pushOut = false;
return S_OK;
}
void collisionManager::release()
{
}
void collisionManager::update()
{
//enemyCollision();//에너미끼리 충돌
buffaloCollision();//버팔로랑 플레이어 충돌처리
hedgehagCollision();//고슴도치랑 플레이어 충돌처리
meerkatCollision();//미어캣이랑 플레이어 충돌처리
bulletCollision();//미어캣의 총알이랑 플레이어 충돌처리
playerHitCollision();//에너미공격렉트랑 플레이어 충돌처리
vector <gameObject*> temp = OBJECTMANAGER->getObjectList(objectType::ENEMY);
for (int i = 0; i < temp.size(); i++)
{
enemy* e = dynamic_cast<enemy*>(temp[i]);
if (e->getEnemyCollision())
{
_collisionCount++;
if (_collisionCount % 40 == 0)
{
e->setEnemyCollision(false);
_collisionCount = 0;
}
}
}
//에너미가 플레이어게 중첩데미지를 먹이는걸 방지하기 위한 코드
if (_player->getAttackCollision())
{
_playerCollisionCount++;
if (_playerCollisionCount % 40 == 0)
{
_player->setAttackCollision(false);
_playerCollisionCount = 0;
}
}
//에너미가 플레이어게 중첩데미지를 먹이는걸 방지하기 위한 코드
}
void collisionManager::render()
{
/**********************************************************************************************
## RenderText ##
@@ int x : x 좌표
@@ int y : y 좌표
@@ wstring text : 그릴 텍스트
@@ int size : 폰트 사이즈
@@ DefaultBrush brush : 그릴 브러쉬 = DefaultBrush::Black
@@ DWRITE_TEXT_ALIGNMENT align : 정렬 옵션 = DWRITE_TEXT_ALIGNMENT_LEADING
@@ bool isRelative : 카메라 보정 여부 = false
@@ wstring font : 폰트 =
기본 정의해둔 브러쉬로 텍스트 렌더링
************************************************************************************************/
vector <gameObject*> temp = OBJECTMANAGER->getObjectList(objectType::ENEMY);
for (int i = 0; i < temp.size(); i++)
{
enemy* e = dynamic_cast<enemy*>(temp[i]);
wstring a = to_wstring(e->getDamaged());
int r = 0;
if (e->getCount() % 10)
{
r = RND->getFromIntTo(40, 50);
}
if (e->getDealing() && e->getCount() < 50)
{
if (e->getCount() < 10)
{
D2DRENDERER->RenderText(Vector2(CAMERA->getRelativeVector2(e->getPosition())).x,
Vector2(CAMERA->getRelativeVector2(e->getPosition())).y - 80,
a, 40, D2DRenderer::DefaultBrush::Red, DWRITE_TEXT_ALIGNMENT_LEADING, L"맑은고딕Bold");
}
else
{
D2DRENDERER->RenderText(Vector2(CAMERA->getRelativeVector2(e->getPosition())).x,
Vector2(CAMERA->getRelativeVector2(e->getPosition())).y - 80,
a, r, D2DRenderer::DefaultBrush::Red, DWRITE_TEXT_ALIGNMENT_LEADING, L"맑은고딕Bold");
}
e->plusCount(1);
}
if (e->getCount() >= 50)
e->setDealing(false);
}
}
void collisionManager::buffaloCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->findObjects(objectType::ENEMY, "buffalo");
for (int i = 0; i < temp.size(); i++)
{
buffalo* b = dynamic_cast<buffalo*>(temp[i]);
if (b == NULL) continue;
if (b->getEnemyAttackRect().getSize().x != 0 && b->getEnemyAttackRect().getSize().y != 0)
{
if (isCollision(_player->getRect(), b->getEnemyAttackRect()))//플레이어렉트에 버팔로 공격렉트가 충돌했으면
{
_pushOut = true;
if (b->getEnemyDirection() == ENEMY_UP_LEFT_ATTACK)
{
b->setEnemyDirection(ENEMY_UP_LEFT_IDLE);
}
if (b->getEnemyDirection() == ENEMY_UP_RIGHT_ATTACK)
{
b->setEnemyDirection(ENEMY_UP_RIGHT_IDLE);
}
if (b->getEnemyDirection() == ENEMY_LEFT_ATTACK)
{
b->setEnemyDirection(ENEMY_LEFT_IDLE);
}
if (b->getEnemyDirection() == ENEMY_RIGHT_ATTACK)
{
b->setEnemyDirection(ENEMY_RIGHT_IDLE);
}
if (b->getEnemyDirection() == ENEMY_DOWN_LEFT_ATTACK)
{
b->setEnemyDirection(ENEMY_DOWN_LEFT_IDLE);
}
if (b->getEnemyDirection() == ENEMY_DOWN_RIGHT_ATTACK)
{
b->setEnemyDirection(ENEMY_DOWN_RIGHT_IDLE);
}
b->setIsAttack(false);
}
}
if (_pushOut)
{
_player->setPlayerPlusX(cosf(b->getEnemyAngleSave()) * 10.0f);
_player->setPlayerPlusY(-sinf(b->getEnemyAngleSave()) * 10.0f);
_count++;
if (_count % 10 == 0)
{
_pushOut = false;
_count = 0;
}
}
if (_player->getPlayerAttackRect().getSize().x != 0 && _player->getPlayerAttackRect().getSize().y != 0)
{
if (isCollision(b->getRect(), _player->getPlayerAttackRect()))//버팔로 렉트에 플레이어 공격렉트가 충돌했으면
{
if (!b->getEnemyCollision())
{
SOUNDMANAGER->play("hit", 0.6f);
b->setEnemyHP(_player->getPlayerAttackPower());//플레이어가 에너미(버팔로)한테 주는 데미지
b->setDamaged(_player->getPlayerAttackPower());
b->setEnemyCollision(true);
b->setDealing(true);
b->setCount(0);
}
}
}
for (int j = 0; j < _player->getBullet()->getVPlayerBullet().size(); j++)//플레이어 원거리 공격이 버팔로한테 맞으면
{
if (isCollision(b->getRect(), _player->getBullet()->getVPlayerBullet()[j].rc))
{
SOUNDMANAGER->play("hit", 0.6f);
b->setEnemyHP(_player->getPlayerAttackPower());
b->setDamaged(_player->getPlayerAttackPower());
EFFECTMANAGER->play("player bulletRemoveEffect",
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).x + 20,
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).y);
_player->getBullet()->remove(j);
b->setDealing(true);
b->setCount(0);
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
RECT rcInter;
RECT rcHold;
rcHold.left = FLOAT_TO_INT(b->getRect().left);
rcHold.right = FLOAT_TO_INT(b->getRect().right);
rcHold.top = FLOAT_TO_INT(b->getRect().top);
rcHold.bottom = FLOAT_TO_INT(b->getRect().bottom);
RECT rcMove;
rcMove.left = FLOAT_TO_INT(_player->getRect().left);
rcMove.right = FLOAT_TO_INT(_player->getRect().right);
rcMove.top = FLOAT_TO_INT(_player->getRect().top);
rcMove.bottom = FLOAT_TO_INT(_player->getRect().bottom);
if (IntersectRect(&rcInter, &rcHold, &rcMove))
{
int interW = rcInter.right - rcInter.left;
int interH = rcInter.bottom - rcInter.top;
if (interW > interH)//수직충돌(위아래)
{
//위에서 부딪혔을때
if (rcInter.top == rcHold.top)
{
_player->setPlayerY(_player->getRect().getCenter().y - interH);
}
//아래에서 부딪혔을때
else if (rcInter.bottom == rcHold.bottom)
{
_player->setPlayerY(_player->getRect().getCenter().y + interH);
}
}
else//양옆에서 충돌했을때
{
//왼족에서 충돌했을때
if (rcInter.left == rcHold.left)
{
_player->setPlayerX(_player->getRect().getCenter().x - interW);
}
//오른쪽에서 충돌했을때
else if (rcInter.right == rcHold.right)
{
_player->setPlayerX(_player->getRect().getCenter().x + interW);
}
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
}
}
void collisionManager::hedgehagCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->findObjects(objectType::ENEMY, "hedgehag");
for (int i = 0; i < temp.size(); i++)
{
hedgehag* h = dynamic_cast<hedgehag*>(temp[i]);
if (h == NULL) continue;
if (_player->getPlayerAttackRect().getSize().x != 0 && _player->getPlayerAttackRect().getSize().y != 0)
{
if (isCollision(h->getRect(), _player->getPlayerAttackRect()))//고슴도치 렉트에 플레이어 공격렉트가 충돌시
{
if (!h->getEnemyIsAttack() && !h->getEnemyCollision())//고슴도치가 공격중이 아니고 충돌판정이 펄스이면
{
if (h->getEnemyAngle() * (180 / PI) >= 135 && h->getEnemyAngle() * (180 / PI) <= 225)//왼쪽
{
h->setEnemyDirection(ENEMY_LEFT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 90 && h->getEnemyAngle() * (180 / PI) <= 135)//왼쪽위
{
h->setEnemyDirection(ENEMY_UP_LEFT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 45 && h->getEnemyAngle() * (180 / PI) <= 90)//오른쪽위
{
h->setEnemyDirection(ENEMY_UP_RIGHT_HIT);
}
if ((h->getEnemyAngle() * (180 / PI) <= 45 && h->getEnemyAngle() * (180 / PI) >= 0) ||//오른쪽
(h->getEnemyAngle() * (180 / PI) <= 360 && h->getEnemyAngle() * (180 / PI) >= 315))
{
h->setEnemyDirection(ENEMY_RIGHT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 270 && h->getEnemyAngle() * (180 / PI) <= 315)//아래오른쪽
{
h->setEnemyDirection(ENEMY_DOWN_RIGHT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 225 && h->getEnemyAngle() * (180 / PI) <= 270)//아래왼쪽
{
h->setEnemyDirection(ENEMY_DOWN_LEFT_HIT);
}
}
if (!h->getEnemyCollision())//고슴도치의 충돌판정이 펄스면
{
h->setEnemyHP(_player->getPlayerAttackPower());//플레이어가 에너미(고슴도치)한테 주는 데미지
h->setDamaged(_player->getPlayerAttackPower());
h->setEnemyCollision(true);
h->setDealing(true);
h->setCount(0);
}
}
}
for (int j = 0; j < _player->getBullet()->getVPlayerBullet().size(); j++)//플레이어 원거리 공격이 고슴도치한테 맞으면
{
if (isCollision(h->getRect(), _player->getBullet()->getVPlayerBullet()[j].rc))
{
if (!h->getEnemyIsAttack())//고슴도치가 공격중이 아니고
{
if (h->getEnemyAngle() * (180 / PI) >= 135 && h->getEnemyAngle() * (180 / PI) <= 225)//왼쪽
{
h->setEnemyDirection(ENEMY_LEFT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 90 && h->getEnemyAngle() * (180 / PI) <= 135)//왼쪽위
{
h->setEnemyDirection(ENEMY_UP_LEFT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 45 && h->getEnemyAngle() * (180 / PI) <= 90)//오른쪽위
{
h->setEnemyDirection(ENEMY_UP_RIGHT_HIT);
}
if ((h->getEnemyAngle() * (180 / PI) <= 45 && h->getEnemyAngle() * (180 / PI) >= 0) ||//오른쪽
(h->getEnemyAngle() * (180 / PI) <= 360 && h->getEnemyAngle() * (180 / PI) >= 315))
{
h->setEnemyDirection(ENEMY_RIGHT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 270 && h->getEnemyAngle() * (180 / PI) <= 315)//아래오른쪽
{
h->setEnemyDirection(ENEMY_DOWN_RIGHT_HIT);
}
if (h->getEnemyAngle() * (180 / PI) >= 225 && h->getEnemyAngle() * (180 / PI) <= 270)//아래왼쪽
{
h->setEnemyDirection(ENEMY_DOWN_LEFT_HIT);
}
}
h->setEnemyHP(_player->getPlayerAttackPower());
h->setDamaged(_player->getPlayerAttackPower());
h->setDealing(true);
h->setCount(0);
EFFECTMANAGER->play("player bulletRemoveEffect",
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).x,
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).y);
_player->getBullet()->remove(j);
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
RECT rcInter;
RECT rcHold;
rcHold.left = FLOAT_TO_INT(_player->getRect().left);
rcHold.right = FLOAT_TO_INT(_player->getRect().right);
rcHold.top = FLOAT_TO_INT(_player->getRect().top);
rcHold.bottom = FLOAT_TO_INT(_player->getRect().bottom);
RECT rcMove;
rcMove.left = FLOAT_TO_INT(h->getRect().left);
rcMove.right = FLOAT_TO_INT(h->getRect().right);
rcMove.top = FLOAT_TO_INT(h->getRect().top);
rcMove.bottom = FLOAT_TO_INT(h->getRect().bottom);
if (IntersectRect(&rcInter, &rcHold, &rcMove))
{
interW = rcInter.right - rcInter.left;
interH = rcInter.bottom - rcInter.top;
if (!h->getEnemyIsAttack())//에너미가 공격상태가 아닐경우에만 충돌처리
{
if (interW > interH)//수직충돌(위아래)
{
//위에서 부딪혔을때
if (rcInter.top == rcHold.top)
{
//_player->setPlayerY(_player->getRect().getCenter().y - interH);
h->setEnemyY(h->getRect().getCenter().y - interH);
}
//아래에서 부딪혔을때
else if (rcInter.bottom == rcHold.bottom)
{
//_player->setPlayerY(_player->getRect().getCenter().y + interH);
h->setEnemyY(h->getRect().getCenter().y + interH);
}
}
else//양옆에서 충돌했을때
{
//왼족에서 충돌했을때
if (rcInter.left == rcHold.left)
{
//_player->setPlayerX(_player->getRect().getCenter().x - interW);
h->setEnemyX(h->getRect().getCenter().x - interW);
}
//오른쪽에서 충돌했을때
else if (rcInter.right == rcHold.right)
{
//_player->setPlayerX(_player->getRect().getCenter().x + interW);
h->setEnemyX(h->getRect().getCenter().x + interW);
}
}
if (h->getPosition().x >= _player->getRect().left &&
h->getPosition().x <= _player->getRect().right &&
h->getPosition().y >= _player->getRect().top &&
h->getPosition().y <= _player->getRect().bottom)
{
if (h->getPosition().x <= _player->getPosition().x)
{
h->setEnemyX(h->getPosition().x - interW);
}
else if (h->getPosition().x >= _player->getPosition().x)
{
h->setEnemyX(h->getPosition().x + interW);
}
if (h->getPosition().y <= _player->getPosition().y)
{
h->setEnemyY(h->getPosition().y - interH);
}
else if (h->getPosition().y >= _player->getPosition().y)
{
h->setEnemyY(h->getPosition().y + interH);
}
}
}
else
{
_count++;
if (_count <= 3)
{
_player->setPlayerPlusX(cosf(h->getEnemyAngleSave()) * 5.0f);
_player->setPlayerPlusY(-sinf(h->getEnemyAngleSave()) * 5.0f);
}
else
{
_count = 0;
}
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
}
}
void collisionManager::meerkatCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->findObjects(objectType::ENEMY, "meerkat");
for (int i = 0; i < temp.size(); i++)
{
meerkat* m = dynamic_cast<meerkat*>(temp[i]);
if (_player->getPlayerAttackRect().getSize().x != 0 && _player->getPlayerAttackRect().getSize().y != 0)
{
if (isCollision(m->getRect(), _player->getPlayerAttackRect()))//미어캣 렉트에 플레이어 공격렉트가 충돌시
{
if (m->getEnemyDirection() != ENEMY_TUNNEL_MOVE)
{
if (!m->getEnemyIsAttack() && !m->getEnemyCollision())//미어캣이 공격중이 아니고 충돌판정이 펄스이면
{
if (m->getEnemyAngle() * (180 / PI) >= 135 && m->getEnemyAngle() * (180 / PI) <= 225)//왼쪽
{
m->setEnemyDirection(ENEMY_LEFT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 90 && m->getEnemyAngle() * (180 / PI) <= 135)//왼쪽위
{
m->setEnemyDirection(ENEMY_UP_LEFT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 45 && m->getEnemyAngle() * (180 / PI) <= 90)//오른쪽위
{
m->setEnemyDirection(ENEMY_UP_RIGHT_HIT);
}
if ((m->getEnemyAngle() * (180 / PI) <= 45 && m->getEnemyAngle() * (180 / PI) >= 0) ||//오른쪽
(m->getEnemyAngle() * (180 / PI) <= 360 && m->getEnemyAngle() * (180 / PI) >= 315))
{
m->setEnemyDirection(ENEMY_RIGHT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 270 && m->getEnemyAngle() * (180 / PI) <= 315)//아래오른쪽
{
m->setEnemyDirection(ENEMY_DOWN_RIGHT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 225 && m->getEnemyAngle() * (180 / PI) <= 270)//아래왼쪽
{
m->setEnemyDirection(ENEMY_DOWN_LEFT_HIT);
}
SOUNDMANAGER->play("hit", 0.6f);
}
if (!m->getEnemyCollision())//충돌판정이 펄스이면
{
SOUNDMANAGER->play("hit", 0.6f);
m->setEnemyHP(_player->getPlayerAttackPower());//에너미한테 데미지
m->setDamaged(_player->getPlayerAttackPower());
m->setDealing(true);
m->setCount(0);
m->setEnemyCollision(true);
}
}
}
}
for (int j = 0; j < _player->getBullet()->getVPlayerBullet().size(); j++)//플레이어 원거리 공격이 미어캣한테 맞으면
{
if (m->getEnemyDirection() != ENEMY_TUNNEL_MOVE)
{
if (isCollision(m->getRect(), _player->getBullet()->getVPlayerBullet()[j].rc))
{
if (!m->getEnemyIsAttack())//미어캣이 공격중이 아니고
{
if (m->getEnemyAngle() * (180 / PI) >= 135 && m->getEnemyAngle() * (180 / PI) <= 225)//왼쪽
{
m->setEnemyDirection(ENEMY_LEFT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 90 && m->getEnemyAngle() * (180 / PI) <= 135)//왼쪽위
{
m->setEnemyDirection(ENEMY_UP_LEFT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 45 && m->getEnemyAngle() * (180 / PI) <= 90)//오른쪽위
{
m->setEnemyDirection(ENEMY_UP_RIGHT_HIT);
}
if ((m->getEnemyAngle() * (180 / PI) <= 45 && m->getEnemyAngle() * (180 / PI) >= 0) ||//오른쪽
(m->getEnemyAngle() * (180 / PI) <= 360 && m->getEnemyAngle() * (180 / PI) >= 315))
{
m->setEnemyDirection(ENEMY_RIGHT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 270 && m->getEnemyAngle() * (180 / PI) <= 315)//아래오른쪽
{
m->setEnemyDirection(ENEMY_DOWN_RIGHT_HIT);
}
if (m->getEnemyAngle() * (180 / PI) >= 225 && m->getEnemyAngle() * (180 / PI) <= 270)//아래왼쪽
{
m->setEnemyDirection(ENEMY_DOWN_LEFT_HIT);
}
SOUNDMANAGER->play("hit", 0.6f);
}
SOUNDMANAGER->play("hit", 0.6f);
m->setEnemyHP(_player->getPlayerAttackPower());
m->setDamaged(_player->getPlayerAttackPower());
m->setDealing(true);
m->setCount(0);
EFFECTMANAGER->play("player bulletRemoveEffect",
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).x + 20,
CAMERA->getRelativeVector2(_player->getBullet()->getVPlayerBullet()[j].position).y);
_player->getBullet()->remove(j);
}
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
RECT rcInter;
RECT rcHold;
rcHold.left = FLOAT_TO_INT(m->getRect().left);
rcHold.right = FLOAT_TO_INT(m->getRect().right);
rcHold.top = FLOAT_TO_INT(m->getRect().top);
rcHold.bottom = FLOAT_TO_INT(m->getRect().bottom);
RECT rcMove;
rcMove.left = FLOAT_TO_INT(_player->getRect().left);
rcMove.right = FLOAT_TO_INT(_player->getRect().right);
rcMove.top = FLOAT_TO_INT(_player->getRect().top);
rcMove.bottom = FLOAT_TO_INT(_player->getRect().bottom);
if (IntersectRect(&rcInter, &rcHold, &rcMove))
{
int interW = rcInter.right - rcInter.left;
int interH = rcInter.bottom - rcInter.top;
if (m->getEnemyDirection() != ENEMY_TUNNEL_MOVE)//미어캣이 땅속에 있는 상태가 아닐경우에만 충돌처리
{
if (interW > interH)//수직충돌(위아래)
{
//위에서 부딪혔을때
if (rcInter.top == rcHold.top)
{
_player->setPlayerY(_player->getRect().getCenter().y - interH);
}
//아래에서 부딪혔을때
else if (rcInter.bottom == rcHold.bottom)
{
_player->setPlayerY(_player->getRect().getCenter().y + interH);
}
}
else//양옆에서 충돌했을때
{
//왼족에서 충돌했을때
if (rcInter.left == rcHold.left)
{
_player->setPlayerX(_player->getRect().getCenter().x - interW);
}
//오른쪽에서 충돌했을때
else if (rcInter.right == rcHold.right)
{
_player->setPlayerX(_player->getRect().getCenter().x + interW);
}
}
}
}
//플레이어 렉트와 에너미 렉트가 충돌시 플레이어를 밀어내기
}
}
void collisionManager::playerHitCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->getObjectList(objectType::ENEMY);
for (int i = 0; i < temp.size(); i++)
{
enemy* e = dynamic_cast<enemy*>(temp[i]);
if (isCollision(_player->getRect(), e->getEnemyAttackRect()))
{
if (!_player->getAttackCollision())
{
_player->damage(e->getEnemyAttackPower());
_player->setAttackCollision(true);
}
if(_player->getDirection() == PLAYERDIRECTION::TOP)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT_BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT_TOP)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT_BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT_BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
}
}
}
void collisionManager::bulletCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->getObjectList(objectType::ENEMY);
for (int i = 0; i < temp.size(); i++)
{
meerkat* m = dynamic_cast<meerkat*>(temp[i]);
if (m == NULL) continue;
vector<tagBullet> bullet = m->getBullets()->getvEnemyBullet();
if (bullet.size() == NULL) continue;
for (int j = 0; j < bullet.size(); ++j)
{
if (isCollision(_player->getRect(), m->getBullets()->getvEnemyBullet()[j].rc))//미어캣의 총알이 플레이어 렉트에 충돌했으면
{
_player->damage(m->getEnemyAttackPower());
if (_player->getDirection() == PLAYERDIRECTION::TOP)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT_BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT_TOP)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::RIGHT_BOTTOM)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (_player->getDirection() == PLAYERDIRECTION::LEFT_TOP)
{
_player->setState(PLAYERSTATE::BE_ATTACKED);
}
if (!SOUNDMANAGER->isPlaySound("meerkat-ball-hit"))
{
SOUNDMANAGER->play("meerkat-ball-hit", 0.5f);
}
EFFECTMANAGER->play("enemyMeerkatBallEffect", CAMERA->getRelativeVector2(m->getBullets()->getvEnemyBullet()[j].position).x + 25, CAMERA->getRelativeVector2(m->getBullets()->getvEnemyBullet()[j].position).y + 25);
m->getBullets()->remove(j);//해당 총알의 벡터를 삭제
break;
}
}
}
}
void collisionManager::enemyCollision()
{
vector<gameObject*> temp = OBJECTMANAGER->getObjectList(objectType::ENEMY);
for (int i = 0; i < temp.size(); i++)
{
enemy* e = dynamic_cast<enemy*>(temp[i]);
//에너미 렉트와 에너미 렉트가 충돌시 에너미 밀어내기
RECT rcInter;
RECT rcHold;
RECT rcMove;
for (int j = 0; j < temp.size(); j++)
{
enemy* e2 = dynamic_cast<enemy*>(temp[j]);
if (i == j) continue;
rcHold.left = FLOAT_TO_INT(e->getRect().left);
rcHold.right = FLOAT_TO_INT(e->getRect().right);
rcHold.top = FLOAT_TO_INT(e->getRect().top);
rcHold.bottom = FLOAT_TO_INT(e->getRect().bottom);
rcMove.left = FLOAT_TO_INT(e2->getRect().left);
rcMove.right = FLOAT_TO_INT(e2->getRect().right);
rcMove.top = FLOAT_TO_INT(e2->getRect().top);
rcMove.bottom = FLOAT_TO_INT(e2->getRect().bottom);
if (e->getEnemyIsAttack())
{
if (IntersectRect(&rcInter, &rcHold, &rcMove))
{
int interW = rcInter.right - rcInter.left;
int interH = rcInter.bottom - rcInter.top;
if (interW > interH)//수직충돌(위아래)
{
if (rcInter.top == rcHold.top)//위에서 충돌
{
e2->setEnemyY(e2->getRect().getCenter().y - interH);
}
//아래에서 충돌
else if (rcInter.bottom == rcHold.bottom)
{
e2->setEnemyY(e2->getRect().getCenter().y + interH);
}
}
else//양옆에서 충돌
{
if (rcInter.left == rcHold.left)//왼쪽에서 충돌
{
e2->setEnemyX(e2->getRect().getCenter().x - interW);
}
else if (rcInter.right == rcHold.right)//오른쪽에서 충돌
{
e2->setEnemyX(e2->getRect().getCenter().x + interW);
}
}
}
}
}
//에너미 렉트와 에너미 렉트가 충돌시 에너미 밀어내기
}
}