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for(int i = 0; i < swarm.size(); i++)
{
for (int j = 0; j < swarm.size(); j++)
{
if (swarm.at(i)->getParticleModel()->getPosition().x < gameObjects.front()->getParticleModel()->getPosition().x)
{
if (swarm.at(i)->getParticleModel()->getTouching() == false)
{
if (swarm.at(i)->getParticleModel()->getVelocity().x < 0)
swarm.at(i)->getParticleModel()->setVelocityX(swarm.at(i)->getParticleModel()->getVelocity().x *-1);
swarm.at(i)->getParticleModel()->moveConstVel(timestep);
}
if (CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x-30, swarm.at(i)->getParticleModel()->getPosition().y-30, 65, 65,
swarm.at(j)->getParticleModel()->getPosition().x-30, swarm.at(j)->getParticleModel()->getPosition().y-30, 65, 65))
{
if (swarm.at(i)->getParticleModel()->getFarAway() == true)
{
swarm.at(i)->getParticleModel()->setClose(true);
swarm.at(i)->getParticleModel()->setFarAway(false);
}
}
if (swarm.at(i)->getParticleModel()->getClose() == true)
{
if (swarm.at(i)->getParticleModel()->getPosition().y < swarm.at(j)->getParticleModel()->getPosition().y)
{
swarm.at(i)->getParticleModel()->setPosition(swarm.at(i)->getParticleModel()->getPosition().x,swarm.at(i)->getParticleModel()->getPosition().y+10);
}
if (swarm.at(i)->getParticleModel()->getPosition().y > swarm.at(j)->getParticleModel()->getPosition().y)
{
swarm.at(i)->getParticleModel()->setPosition(swarm.at(i)->getParticleModel()->getPosition().x,swarm.at(i)->getParticleModel()->getPosition().y-10);
}
if (CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x, swarm.at(i)->getParticleModel()->getPosition().y, 5, 5,
swarm.at(j)->getParticleModel()->getPosition().x, swarm.at(j)->getParticleModel()->getPosition().y, 5, 5))
{
swarm.at(i)->getParticleModel()->setTouching(true);
swarm.at(i)->getParticleModel()->setClose(false);
}
}
if (swarm.at(i)->getParticleModel()->getTouching() == true)
{
swarm.at(i)->getParticleModel()->setVelocityX(swarm.at(i)->getParticleModel()->getVelocity().x *-1);
if (!CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x, swarm.at(i)->getParticleModel()->getPosition().y, 5, 5,
swarm.at(j)->getParticleModel()->getPosition().x, swarm.at(j)->getParticleModel()->getPosition().y, 5, 5))
{
swarm.at(i)->getParticleModel()->setFarAway(true);
swarm.at(i)->getParticleModel()->setTouching(false);
}
}
}
if (swarm.at(i)->getParticleModel()->getPosition().x > gameObjects.front()->getParticleModel()->getPosition().x)
{
if (swarm.at(i)->getParticleModel()->getTouching() == false)
{
if (swarm.at(i)->getParticleModel()->getVelocity().x > 0)
swarm.at(i)->getParticleModel()->setVelocityX(swarm.at(i)->getParticleModel()->getVelocity().x *-1);
swarm.at(i)->getParticleModel()->moveConstVel(timestep);
}
if (CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x-30, swarm.at(i)->getParticleModel()->getPosition().y-30, 65, 65,
swarm.at(j)->getParticleModel()->getPosition().x-30, swarm.at(j)->getParticleModel()->getPosition().y-30, 65, 65))
{
if (swarm.at(i)->getParticleModel()->getFarAway() == true)
{
swarm.at(i)->getParticleModel()->setClose(true);
swarm.at(i)->getParticleModel()->setFarAway(false);
}
}
if (swarm.at(i)->getParticleModel()->getClose() == true)
{
if (swarm.at(i)->getParticleModel()->getPosition().y < swarm.at(j)->getParticleModel()->getPosition().y)
{
swarm.at(i)->getParticleModel()->setPosition(swarm.at(i)->getParticleModel()->getPosition().x,swarm.at(i)->getParticleModel()->getPosition().y+1);
}
if (swarm.at(i)->getParticleModel()->getPosition().y > swarm.at(j)->getParticleModel()->getPosition().y)
{
swarm.at(i)->getParticleModel()->setPosition(swarm.at(i)->getParticleModel()->getPosition().x,swarm.at(i)->getParticleModel()->getPosition().y-1);
}
if (CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x, swarm.at(i)->getParticleModel()->getPosition().y, 5, 5,
swarm.at(j)->getParticleModel()->getPosition().x, swarm.at(j)->getParticleModel()->getPosition().y, 5, 5))
{
swarm.at(i)->getParticleModel()->setTouching(true);
swarm.at(i)->getParticleModel()->setClose(false);
}
}
if (swarm.at(i)->getParticleModel()->getTouching() == true)
{
swarm.at(i)->getParticleModel()->setVelocityX(swarm.at(i)->getParticleModel()->getVelocity().x *-1);
if (!CollisionCheck(swarm.at(i)->getParticleModel()->getPosition().x, swarm.at(i)->getParticleModel()->getPosition().y, 5, 5,
swarm.at(j)->getParticleModel()->getPosition().x, swarm.at(j)->getParticleModel()->getPosition().y, 5, 5))
{
swarm.at(i)->getParticleModel()->setFarAway(true);
swarm.at(i)->getParticleModel()->setTouching(false);
}
}
}
}
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