Files
itgmania212121/stepmania/src/ActorCollision.h
T
Glenn Maynard 8d61b729f0 eol
2003-06-30 05:22:31 +00:00

42 lines
2.2 KiB
C

#ifndef ActorCollision_H
#define ActorCollision_H
/*
-----------------------------------------------------------------------------
Class: ActorCollision
Desc:
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
#include "GameConstantsAndTypes.h"
inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; }
inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; }
inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; }
inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; }
inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); }
inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); }
inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); }
inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); }
inline bool IsOffScreen( Actor* pActor ) { return IsOffScreenLeft(pActor) || IsOffScreenRight(pActor) || IsOffScreenTop(pActor) || IsOffScreenBottom(pActor); }
// guard rail is the area that keeps particles from going off screen
inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; }
inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; }
inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; }
inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; }
inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); }
inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); }
inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); }
inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); }
#endif