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bool Grid::AddObjectToCell(GameObject * pNewObject) // think if any validation is needed
{
// Get the cell position of pNewObject
CellPosition pos = pNewObject->GetPosition();
if (pos.IsValidCell()) // Check if valid position
{
// Get the previous GameObject of the Cell
GameObject * pPrevObject = CellList[pos.VCell()][pos.HCell()]->GetGameObject();
if( pPrevObject) // the cell already contains a game object
return false; // do NOT add and return false
// Set the game object of the Cell with the new game object
CellList[pos.VCell()][pos.HCell()]->SetGameObject(pNewObject);
return true; // indicating that addition is done
}
return false; // if not a valid position
}
bool Grid::IsCellEmpty(const CellPosition& pos) const
{
GameObject* pObject = CellList[pos.VCell()][pos.HCell()]->GetGameObject(); //pObject should store the object if there is (copied it from the syntax/idea function above)
return (pObject == nullptr); // Return true if the cell contains no object
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