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Remove unnecessary intersectRect() function
This function checked the intersection of rectangles, but it used floats for some reason when its only caller used ints. There's already an intersection function (UtilityClass::intersects()), so we should be using that one instead in order to minimize code duplication. Graphics::Hitest() is used for per-pixel collision detection, directly checking the pixels of both entities' sprites. I checked with one of my TASes and it still syncs, so I'm pretty sure this won't cause any issues.
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154e81292e
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3 changed files with 3 additions and 8 deletions
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@ -1396,7 +1396,9 @@ bool Graphics::Hitest(SDL_Surface* surface1, point p1, SDL_Surface* surface2, po
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int r2_bottom = p2.y;
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int r2_top = p2.y + surface2->h;
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bool intersection = intersectRect(r1_left, r1_right, r1_bottom, r1_top, r2_left, r2_right, r2_bottom, r2_top);
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SDL_Rect rect1 = {p1.x, p1.y, surface1->w, surface1->h};
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SDL_Rect rect2 = {p2.x, p2.y, surface2->w, surface2->h};
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bool intersection = help.intersects(rect1, rect2);
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if(intersection)
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{
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@ -501,11 +501,6 @@ void FillRect( SDL_Surface* _surface, SDL_Rect rect, int rgba )
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SDL_FillRect(_surface, &rect, rgba);
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}
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bool intersectRect( float left1, float right1, float bottom1, float top1, float left2, float right2, float bottom2, float top2 )
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{
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return !( left2 > right1 || right2 < left1 || top2 < bottom1 || bottom2 > top1);
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}
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void OverlaySurfaceKeyed( SDL_Surface* _src, SDL_Surface* _dest, Uint32 _key )
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{
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// const SDL_PixelFormat& fmt = *(_src->format);
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@ -39,8 +39,6 @@ void FillRect( SDL_Surface* surface, SDL_Rect& rect, const int r, int g, int b )
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void FillRect( SDL_Surface* surface, SDL_Rect rect, int rgba );
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bool intersectRect(float left1, float right1, float bottom1, float top1, float left2, float right2, float bottom2, float top2);
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void OverlaySurfaceKeyed(SDL_Surface* _src, SDL_Surface* _dest, Uint32 _key);
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void ScrollSurface(SDL_Surface* _src, int pX, int py);
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