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Fleet_Collide.cpp
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Fleet_Collide.cpp
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#include "Fleet_Collide.h"
void collide_blue(std::vector < Laser > &, std::vector < Alien_Blue > &,
std::vector < Explosion > &, int, int);
void collide_red(std::vector < Laser > &, std::vector < Alien_Red > &,
std::vector < Explosion > &, int, int);
void collide_gold(std::vector < Laser > &, std::vector < Alien_Gold > &,
std::vector < Explosion > &, Player & player, int, int);
void collide_purple(std::vector < Laser > &, std::vector < Alien_Purple > &,
std::vector < Explosion > &, int, int);
void fleet_collide(std::vector < Laser > & laser_array,
std::vector < Alien_Blue > & fleet_blue,
std::vector < Alien_Red > & fleet_red,
std::vector < Alien_Gold > & fleet_gold,
std::vector < Alien_Purple > & fleet_purple,
std::vector < Explosion > & explosion,
Player & player,
int i)
{
for (int j = 0; j < fleet_blue.size(); ++j)
{
collide_blue(laser_array, fleet_blue, explosion, i, j);
if (j < fleet_red.size()) collide_red(laser_array, fleet_red, explosion, i, j);
if (j < 3) collide_gold(laser_array, fleet_gold, explosion, player, i, j);
if (j < 6) collide_purple(laser_array, fleet_purple, explosion, i, j);
}
}
void collide_blue(std::vector < Laser > & laser_array,
std::vector < Alien_Blue > & fleet,
std::vector < Explosion > & explosion,
int i, int j)
{
if ((laser_array[i].x() >= fleet[j].x() &&
laser_array[i].x() <= fleet[j].x() + fleet[j].w()) &&
(laser_array[i].y() >= fleet[j].y() &&
laser_array[i].y() <= fleet[j].y() + fleet[j].h()) &&
(fleet[j].alive() && laser_array[i].alive() && laser_array[i].player()))
{
fleet[j].alive(false);
laser_array[i].alive(false);
HUD::score_ += Alien_Blue::points_;
fleet[j].dec_num();
find_explosion(explosion, fleet[j].x(), fleet[j].y());
}
}
void collide_red(std::vector < Laser > & laser_array,
std::vector < Alien_Red > & fleet,
std::vector < Explosion > & explosion,
int i, int j)
{
if ((laser_array[i].x() >= fleet[j].x() &&
laser_array[i].x() <= fleet[j].x() + fleet[j].w()) &&
(laser_array[i].y() >= fleet[j].y() &&
laser_array[i].y() <= fleet[j].y() + fleet[j].h()) &&
(fleet[j].alive() && laser_array[i].alive() && laser_array[i].player()))
{
fleet[j].alive(false);
laser_array[i].alive(false);
HUD::score_ += Alien_Red::points_;
fleet[j].dec_num();
find_explosion(explosion, fleet[j].x(), fleet[j].y());
}
}
void collide_gold(std::vector < Laser > & laser_array,
std::vector < Alien_Gold > & fleet,
std::vector < Explosion > & explosion,
Player & player,
int i, int j)
{
if ((laser_array[i].x() >= fleet[j].x() &&
laser_array[i].x() <= fleet[j].x() + fleet[j].w()) &&
(laser_array[i].y() >= fleet[j].y() &&
laser_array[i].y() <= fleet[j].y() + fleet[j].h()) &&
(fleet[j].alive() && laser_array[i].alive() && laser_array[i].player()))
{
fleet[j].alive(false);
laser_array[i].alive(false);
fleet[j].dec_num();
find_explosion(explosion, fleet[j].x(), fleet[j].y());
HUD::score_ += Alien_Gold::points_;
int rando = rand() % 10;
if (player.lives() < 3 && rando == 3) player.lives(player.lives() + 1);
}
}
void collide_purple(std::vector < Laser > & laser_array,
std::vector < Alien_Purple > & fleet,
std::vector < Explosion > & explosion,
int i, int j)
{
if ((laser_array[i].x() >= fleet[j].x() &&
laser_array[i].x() <= fleet[j].x() + fleet[j].w()) &&
(laser_array[i].y() >= fleet[j].y() &&
laser_array[i].y() <= fleet[j].y() + fleet[j].h()) &&
(fleet[j].alive() && laser_array[i].alive() && laser_array[i].player()))
{
fleet[j].alive(false);
laser_array[i].alive(false);
HUD::score_ += Alien_Purple::points_;
fleet[j].dec_num();
find_explosion(explosion, fleet[j].x(), fleet[j].y());
}
}