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#include "collision.h"
bool Collision::operator<(const Collision& other) const
{
// Most important is the type of collision
if (type_ != other.type_)
{
return (static_cast<int>(type_) > static_cast<int>(other.type_));
}
// Next, categorize the collisions arbitrarily based on direction
if (dir_ != other.dir_)
{
return (static_cast<int>(dir_) < static_cast<int>(other.dir_));
}
// We want to process closer collisions first
if (axis_ != other.axis_)
{
switch (dir_)
{
case Direction::left:
case Direction::up:
{
return (axis_ < other.axis_);
}
case Direction::right:
case Direction::down:
{
return (axis_ > other.axis_);
}
}
}
// Order the remaining attributes arbitrarily
return std::tie(collider_, lower_, upper_) <
std::tie(other.collider_, other.lower_, other.upper_);
}
bool Collision::isColliding(
double x,
double y,
int w,
int h) const
{
int right = x + w;
int bottom = y + h;
switch (dir_)
{
case Direction::left:
case Direction::right:
{
if (!((bottom > lower_) && (y < upper_)))
{
return false;
}
break;
}
case Direction::up:
case Direction::down:
{
if (!((right > lower_) && (x < upper_)))
{
return false;
}
break;
}
}
switch (dir_)
{
case Direction::left:
{
return (axis_ >= x);
}
case Direction::right:
{
return (axis_ <= right);
}
case Direction::up:
{
return (axis_ >= y);
}
case Direction::down:
{
return (axis_ <= bottom);
}
}
}
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