Collision for circle on circle fixed. Included Animaion Peg for drawing into calculation.
authorunknown <Ivan Lloyd@.(none)>
Sat, 29 Jan 2011 17:49:45 +0000 (11:49 -0600)
committerunknown <Ivan Lloyd@.(none)>
Sat, 29 Jan 2011 17:49:45 +0000 (11:49 -0600)
Collision.cpp
Sprite.cpp

index f57ccf0..a49d69e 100644 (file)
@@ -206,7 +206,7 @@ bool CollisionCircle::collision(const Collision *c, const Point2D cPos, const Po
        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;
index 4bf15c8..4a9242e 100644 (file)
@@ -68,7 +68,7 @@ Sprite* Sprite::collisionWithSprite(string name){
        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
 }