if (dynamic_cast<const CollisionRectangle*>(c)) {
}
else if(const CollisionCircle* col = dynamic_cast<const CollisionCircle*>(c)){
- if(((col->mPos + cPos) - (mPos + pos)).length() < (col->radius + radius))
+ if(((col->mPos + cPos) - (mPos + pos)).length() <= (col->radius + radius))
return true;
else
return false;
if(s==NULL)
return NULL;
for(int i=0; i < frame.collisionData.size(); i++)
- if(frame.collisionData[i]->checkCollisions(s->getCollisionData(), s->mPos, mPos))//if there is a collision
+ if(frame.collisionData[i]->checkCollisions(s->getCollisionData(), s->mPos + s->mActor.mAnimations[s->mActor.mCurrentAnimation]->mAnim[s->mActor.mFrame].animationPeg, mPos + frame.animationPeg))//if there is a collision
return s;
return NULL;//if there aren't collisions
}