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enemy collide logic in enemy and out of world

Remco 9 yıl önce
ebeveyn
işleme
b827885f40
3 değiştirilmiş dosya ile 11 ekleme ve 9 silme
  1. 7 2
      Enemy.cpp
  2. 1 1
      Enemy.h
  3. 3 6
      World.cpp

+ 7 - 2
Enemy.cpp

@@ -59,9 +59,14 @@ void Enemy::inEyeSight(Vec3f & TargetPosition)
 		hasTarget = false;
 }
 
-bool Enemy::hasCollison(Vec3f &)
+void Enemy::collide(const Entity * entity)
 {
-	
+	Vec3f difference = position - entity->position; //zou misschien omgedraait moeten worden
+	difference.y = 0;
+	difference.Normalize();
+	difference = difference * (entity->model->radius + 0.01f);
+	position.x = difference.x + entity->position.x;
+	position.z = difference.z + entity->position.z;
 }
 
 void Enemy::update(float delta)

+ 1 - 1
Enemy.h

@@ -18,6 +18,6 @@ public:
 	void draw();
 
 	void inEyeSight(Vec3f &);
-	bool hasCollison(Vec3f &);
+	void collide(const Entity *entity);
 };
 

+ 3 - 6
World.cpp

@@ -168,7 +168,7 @@ void World::update(float elapsedTime)
 		//Al deze code zou in enemy moeten staan
 		enemy->inEyeSight(player->position);
 
-		
+
 		enemy->update(elapsedTime);
 		if (enemy->hasTarget)
 		{
@@ -176,14 +176,11 @@ void World::update(float elapsedTime)
 			{
 				if (e->canCollide && e->inObject(enemy->position))
 				{
-					Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
-					difference.Normalize();
-					difference = difference * (e->model->radius + 0.01f);
-					enemy->position = e->position + difference;
+					enemy->collide(e);
 					break;
 				}
 			}
-		}		
+		}
 		//tot hier
 	}
 }