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class Asteroid; | |
class Ship; | |
class Bullet; | |
class GameObject; | |
class CollisionDispatcher { | |
public: | |
virtual bool collidesWith(Asteroid* obj1, GameObject* obj2){ | |
return obj2->collidesWithAsteroid(obj1); | |
} | |
virtual bool collidesWith(Ship* obj1, GameObject* obj2){ | |
return obj2->collidesWithShip(obj1); | |
} | |
virtual bool collidesWith(Bullet* obj1, GameObject* obj2){ | |
return obj2->collidesWithBullet(obj1); | |
} | |
//actual implementation of the collision checks for all combinations | |
virtual bool collidesWith(Asteroid* obj1, Asteroid* obj2){ | |
... | |
} | |
virtual bool collidesWith(Asteroid* obj1, Ship* obj2){ | |
... | |
} | |
virtual bool collidesWith(Asteroid* obj1, Bullet* obj2){ | |
... | |
} | |
virtual bool collidesWith(Ship* obj1, Asteroid* obj2){ | |
... | |
} | |
virtual bool collidesWith(Ship* obj1, Ship* obj2){ | |
... | |
} | |
virtual bool collidesWith(Ship* obj1, Bullet* obj2){ | |
... | |
} | |
virtual bool collidesWith(Bullet* obj1, Asteroid* obj2){ | |
... | |
} | |
virtual bool collidesWith(Bullet* obj1, Ship* obj2){ | |
... | |
} | |
virtual bool collidesWith(Bullet* obj1, Bullet* obj2){ | |
... | |
} | |
}; | |
class GameObject { | |
public: | |
GameObject(CollisionDispatcher* visitor) : m_CollisionDispatcher(visitor) { ... } | |
virtual const Box getBoundingBox() const = 0; | |
virtual const Vector3& getPosition() const = 0; | |
virtual bool collidesWith(Asteroid* obj) = 0; | |
virtual bool collidesWith(Ship* obj) = 0; | |
virtual bool collidesWith(Bullet* obj) = 0; | |
virtual bool collidesWith(GameObject* obj) = 0; | |
protected: | |
CollisionDispatcher* getCollisionDispatcher(){ return m_CollisionDispatcher; } | |
... | |
private: | |
CollisionDispatcher* m_CollisionDispatcher; | |
}; | |
class Asteroid : public GameObject { | |
public: | |
Asteroid(CollisionDispatcher* v) : GameObject(v){ ... } | |
const Box getBoundingBox() const { | |
... | |
} | |
const Vector3& getPosition() const { | |
... | |
} | |
//These dispatcher methods are always the same (boilerplate) | |
//but have to be implemented | |
bool collidesWith(Asteroid* obj){ | |
//we know 'this' is an asteroid, and that 'obj' is an Asteroid type | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Ship* obj){ | |
//we know 'this' is an asteroid, and that 'obj' is an Ship type | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Bullet* obj){ | |
//we know 'this' is an asteroid, and that 'obj' is an Bullet type | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
virtual bool collidesWith(GameObject* obj){ | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} ... | |
}; | |
class Ship : public GameObject { | |
public: | |
Ship(CollisionDispatcher* v) : GameObject(v){ ... } | |
const Box getBoundingBox() const { | |
... | |
} | |
const Vector3& getPosition() const { | |
... | |
} | |
//These dispatcher methods are always the same (boilerplate) | |
//but have to be implemented | |
bool collidesWith(Asteroid* obj){ | |
//we know 'this' is a ship, and that 'obj' is an Asteroid type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Ship* obj){ | |
//we know 'this' is a ship, and that 'obj' is an Ship type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Bullet* obj){ | |
//we know 'this' is a ship, and that 'obj' is an Bullet type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
virtual bool collidesWith(GameObject* obj){ | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
... | |
}; | |
class Bullet : public GameObject { | |
public: | |
Bullet(CollisionDispatcher* v) : GameObject(v){ ... } | |
const Box getBoundingBox() const { | |
... | |
} | |
const Vector3& getPosition() const { | |
... | |
} | |
//These dispatcher methods are always the same (boilerplate) | |
//but have to be implemented | |
bool collidesWith(Asteroid* obj){ | |
//we know 'this' is a bullet, and that 'obj' is an Asteroid type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Ship* obj){ | |
//we know 'this' is a bullet, and that 'obj' is an Ship type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
bool collidesWith(Bullet* obj){ | |
//we know 'this' is a bullet, and that 'obj' is an Bullet type | |
this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
virtual bool collidesWith(GameObject* obj){ | |
return this->getCollisionDispatcher()->collidesWith(this, obj); | |
} | |
... | |
}; | |
CollisionDispatcher visitor; | |
GameObject* ship = new Ship(&visitor); | |
GameObject* asteroid = new Asteroid(&visitor); | |
GameObject* bullet = new Bullet(&visitor); | |
//far removed from the concrete types.. | |
if(ship->collidesWith(asteroid)){ | |
... | |
} | |
if(bullet->collidesWith(ship)){ | |
... | |
} |
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