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- int isCollision()
- {
- for(int i=0; i<v_block.size(); i++)
- {
- //Kolizje gracza
- //Prawa strona gracza:
- if((Player.x()+Player.w()>v_block.at(i).x())&&(Player.x()<v_block.at(i).x()+v_block.at(i).w())&&Player.x()<v_block.at(i).x()&&(Player.y()+Player.h()>v_block.at(i).y())&&(Player.y()<v_block.at(i).y()+v_block.at(i).h()))
- {
- PlayerCollision[1]=true;
- PressedButton[46]=false;
- Player.setX(v_block.at(i).x()-Player.w());
- std::cout<<v_block.at(i).x()-Player.w();
- }
- else PlayerCollision[1]= false;
- //Lewa strona gracza
- if((Player.x()+Player.w()>v_block.at(i).x())&&(Player.x()<v_block.at(i).x()+v_block.at(i).w())&&Player.x()>v_block.at(i).x()&&(Player.y()+Player.h()>v_block.at(i).y())&&(Player.y()<v_block.at(i).y()+v_block.at(i).h()))
- {
- PlayerCollision[0]=true;
- PressedButton[45]=false;
- Player.setX(v_block.at(i).x()+v_block.at(i).w());
- }
- else PlayerCollision[0]=false;
- //Nogi gracza
- if(Player.y()+Player.h()>=v_block.at(i).y()&&Player.y()<=v_block.at(i).y()+v_block.at(i).h()&&Player.x()+Player.w()>v_block.at(i).x()&&Player.x()<v_block.at(i).x()+v_block.at(i).w())
- {
- PlayerCollision[3]=true;
- Player.setY(v_block.at(i).y()-Player.h());
- }
- else PlayerCollision[3]=false;
- }
- }
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