It isn't that it doesn't work but it isn't working fully. For example if I got enough sprites on the screen it can miss collisions for some odd reason. So far I know it is in the collision code itself.
Here.
public Boolean HasCollided(TreeAbleSFMLSprite otherrect)
{
return this.GetGlobalBounds().Intersects(otherrect.GetGlobalBounds());/* ||
(this.ThisContains(otherrect) || otherrect.ThisContains(this))*/
}
public Boolean ThisContains(TreeAbleSFMLSprite otherrect)
{
return this.GetGlobalBounds().Contains(otherrect.GetGlobalBounds().Left, otherrect.GetGlobalBounds().Top) ||
this.GetGlobalBounds().Contains(otherrect.GetGlobalBounds().Left + otherrect.GetGlobalBounds().Width, otherrect.GetGlobalBounds().Top) ||
this.GetGlobalBounds().Contains(otherrect.GetGlobalBounds().Left, otherrect.GetGlobalBounds().Top + otherrect.GetGlobalBounds().Height) ||
this.GetGlobalBounds().Contains(otherrect.GetGlobalBounds().Left + otherrect.GetGlobalBounds().Width, otherrect.GetGlobalBounds().Top + otherrect.GetGlobalBounds().Height);
}
and here
private void RecursiveCollisionQuadCheck(QuadTree<TreeAbleSFMLSprite> tree, int depth)
{
maxdepth = 0;
if (tree != null)
{
RecursiveCollisionQuadCheck(tree.RootQuad, depth);
}
}
private void RecursiveCollisionQuadCheck(QuadTreeNode<TreeAbleSFMLSprite> node, int depth)
{
if (node != null)
{
if (node.TopLeftChild == null && node.TopRightChild == null && node.BottomLeftChild == null && node.BottomRightChild == null)
{
if (node.Objects != null)
{
foreach (var item in node.Objects)
{
if (item != null && item.Data != null)
{
foreach (var item2 in node.Objects)
{
if ((item2 != null && item.Data != null) && (!item.Equals(item2) && !item.Data.Equals(item2.Data)))
{
item.Data.ColoredCollisions(item2.Data);
item2.Data.ColoredCollisions(item.Data);
}
}
}
}
}
//node.Objects
}
maxdepth = Math.Max(maxdepth, depth);
RecursiveCollisionQuadCheck(node.TopLeftChild, depth + 1);
RecursiveCollisionQuadCheck(node.TopRightChild, depth + 1);
RecursiveCollisionQuadCheck(node.BottomLeftChild, depth + 1);
RecursiveCollisionQuadCheck(node.BottomRightChild, depth + 1);
}
}
If enough sprites get on the screen it starts missing checks or if it gets them.
Here's what it looks like. Most of the green visible should be red but isn't.
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I'm starting to think it has more to do with the quadtree not reallocating the sections but not sure but here's what it looks like if I use the two for loop checking.
private void LoopTLoopCollision()
{
foreach (var item in spritelist)
{
if (item != null)
{
foreach (var item2 in spritelist)
{
if ((item2 != null) && (!item.Equals(item2)))
{
item.ColoredCollisions(item2);
item2.ColoredCollisions(item);
}
}
}
}
}

There are several places it should be checking and showing red but isn't for some reason.