| 337 | } |
| 338 | |
| 339 | bool GameObjectBentLaser::CollisionCheck(float x, float y, float rot, float a, float b, bool rect)LNOEXCEPT |
| 340 | { |
| 341 | // ����ֻ��һ���ڵ����� |
| 342 | if (m_Queue.Size() <= 1) |
| 343 | return false; |
| 344 | |
| 345 | GameObject testObjA; |
| 346 | testObjA.Reset(); |
| 347 | testObjA.rot = 0.; |
| 348 | testObjA.rect = false; |
| 349 | |
| 350 | GameObject testObjB; |
| 351 | testObjB.Reset(); |
| 352 | testObjB.x = x; |
| 353 | testObjB.y = y; |
| 354 | testObjB.rot = rot; |
| 355 | testObjB.a = a; |
| 356 | testObjB.b = b; |
| 357 | testObjB.rect = rect; |
| 358 | testObjB.UpdateCollisionCirclrRadius(); |
| 359 | |
| 360 | for (size_t i = 0; i < m_Queue.Size(); ++i) |
| 361 | { |
| 362 | LaserNode& n = m_Queue[i]; |
| 363 | testObjA.x = n.pos.x; |
| 364 | testObjA.y = n.pos.y; |
| 365 | testObjA.a = testObjA.b = n.half_width; |
| 366 | testObjA.UpdateCollisionCirclrRadius(); |
| 367 | if (::CollisionCheck(&testObjA, &testObjB)) |
| 368 | return true; |
| 369 | } |
| 370 | return false; |
| 371 | } |
| 372 | |
| 373 | bool GameObjectBentLaser::BoundCheck()LNOEXCEPT |
| 374 | { |
nothing calls this directly
no test coverage detected