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Thread: Collision

  1. #1
    Join Date
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    Question Collision

    Hello !!!

    So I'm making a game in which i have a working player (QGraphicsPixmapItem ) that can move. I implemented rocks and trees into the game that are of QGraphicsPixmapItem type.
    What i want to know is if someone knows a better way for me to check for collision when destroying rocks and trees ?

    The way i have it right now is like this :


    When the player attacks i check if the item (slash which is also a QGraphicsPixmapItem ) has collided with the Tree or the Rock, but the problem appears when i'm trying to access a function inside the collided Tree or Rock
    And the only solution i found out on how to that is

    - first by checking if the slash item has hit the Tree
    Qt Code:
    1. QList<QGraphicsItem *> colliding_items = slash->collidingItems();
    2.  
    3. for(int i=0;i<colliding_items.size();++i){
    4. if(holding == "axe"){
    5. if(typeid (*(colliding_items[i])) == typeid (Tree))
    6. for(int k=0;k<3;k++)
    7. game->tree[k]->checkCollision();
    8. }else if(holding == "pickaxe"){
    9. if(typeid (*(colliding_items[i])) == typeid (Rock))
    10. for(int k=0;k<3;k++)
    11. game->rock[k]->checkCollision();
    12. }
    13. }
    To copy to clipboard, switch view to plain text mode 

    - second going through all the created Trees and Rocks and check for collision again inside the Tree or Rock function ( checkCollision() ) in which i go again through another loop to check if it has collided with the slash item
    Qt Code:
    1. void Rock::checkCollision()
    2. {
    3. QList<QGraphicsItem *> colliding_items = collidingItems();
    4. for(int i=0;i<colliding_items.size();++i){
    5. if(colliding_items[i] == game->player->slash){
    6. hp--;
    7. }
    8. }
    9. }
    To copy to clipboard, switch view to plain text mode 

    I made a dynamic table of trees and rocks but i hate doing it like that especially since i plan to have a lot more trees and rocks ( around 60 minimum ), if any1 knows a better more optimized way for me to do it, please share...
    Last edited by MongKong; 8th March 2020 at 13:59.

  2. #2
    Join Date
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    Default Re: Collision

    I figured it out, if anyone else wants to know how i did it, here it is:
    Qt Code:
    1. QList<QGraphicsItem *> colliding_items = slash->collidingItems();
    2.  
    3. for(int i=0;i<colliding_items.size();++i){
    4. if(holding == "axe"){
    5. if(Tree* asTree = dynamic_cast<Tree*>(colliding_items[i])){
    6. asTree->collide();
    7. break;
    8. }
    9. }else if(holding == "pickaxe"){
    10. if(Rock* asRock = dynamic_cast<Rock*>(colliding_items[i])){
    11. asRock->collide();
    12. break;
    13. }
    14. }
    15. }
    To copy to clipboard, switch view to plain text mode 

  3. The following user says thank you to MongKong for this useful post:

    d_stranz (9th March 2020)

  4. #3
    Join Date
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    Alameda, CA, USA
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    Qt products
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    Default Re: Collision

    Thanks. Next time I go into the woods with my axe and pickaxe, I'll know which one to use if I come across a tree or a rock...
    <=== The Great Pumpkin says ===>
    Please use CODE tags when posting source code so it is more readable. Click "Go Advanced" and then the "#" icon to insert the tags. Paste your code between them.

  5. The following user says thank you to d_stranz for this useful post:

    MongKong (9th March 2020)

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