Hey guys, my first post on here, I need help with setting up basic collision with a program I just did up. I downloaded sfml about an hour ago, and I have a cube I can move around, and want it to stop moving, when colliding with a stationary cube. The problem most likely lies within one of the loops, or who knows where, but I've had my fill of tinkering with it.
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
using namespace std;
bool isCollision(int x, int y, int x2, int y2){ //Function I borrowed
if (abs(x2 - x) > 20 || abs(y2 - y) > 20)
return false;
else
return true;
}
int main()
{
sf::RenderWindow App(sf::VideoMode(800, 600, 32), "My SFML Window");
sf::RenderWindow Warning(sf::VideoMode(400, 225, 32), "WARNING!"); //Window that should open on collision
sf::Shape Rect = sf::Shape::Rectangle(0, 0, 20, 20, sf::Color::Red);
sf::Shape Rect2 = sf::Shape::Rectangle(50, 0, 70, 20, sf::Color::Blue);
while (App.IsOpened())
{
sf::Event event;
while (App.GetEvent(event)) // I now know an easier way to handle these events, but makes no real difference
{
if (event.Type == sf::Event::Closed)
App.Close();
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape))
App.Close();
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Right))
Rect.Move(5.0, 0);
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Left))
Rect.Move(-5.0, 0);
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Down))
Rect.Move(0, 5.0);
if ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Up))
Rect.Move(0, -5.0);
int x = Rect.GetPosition().x;
int y = Rect.GetPosition().y;
int x2 = Rect2.GetPosition().x;
int y2 = Rect2.GetPosition().y;
isCollision(x, y, x2, y2);
if (isCollision(x, y, x2, y2) == true)
{
Warning.Clear(sf::Color::White);
Warning.Display();
}
}
App.Clear();
App.Draw(Rect);
App.Draw(Rect2);
App.Display();
}
return EXIT_SUCCESS;
I got the bool isCollision function from a tut I was watching, but the tut was done in allegro, so I scraped from it what I could. (My logic in using his function was that our cubes are the exact same size, and identical in their properties [one moving one stationary]. The problem must lie, I assume, in how I call the function. Any and all help is appreciated