I have a single player, multiple enemies, one main weapon with 3 optional weapons to be picked up along the way (used by both player and enemy) I need to figure out how I'll manage to keep track of all of the collisions on screen.
Right now, with only 2 players I had a base class handle all collision detection: collarea I was thinking of making another class, collisionhandler that will hold either a vector of collarea's for multiple bullets, grenades, rockets, etc. but I need to figure out how to communicate with the enemy class for collision detection.
I might add a pointer to collarea to collarea to make a linked list of collarea classes to run through. I also might have a class like such:
Here's a thought: I can reduce space and clock and processor usage by declaring 1 collarea per weapon for player and enemy, and all this will be in a struct:
yeah I'll think I'll do that. much smarter. But still need to figure out how to update info. Oh wait: void collisionhandler::updaterocket(int i,int x,int y,int theta,int good)
Nailed it. Sometimes you gotta write these things out. Even if only you are gonna look at it.