I am dealing with the base class Entity, and I want its derived classes (Player, Enemy, Bullet) to have collideWith() called
I have attempted to get the derived functions of Entity's collideWith() to work, however, the base version is always called, which happens to be empty, even when I removed the keyword virtual
Base class Entity
virtual void collideWith(Entity*);
// Right now the derived classes of collideWIth are not being called,
// even with the virtual removed
and its function, which is always called during collision check
void Entity::collideWith(Entity*){
}
Derived classes with collideWith function, without virtual keyword These never get called during collision check
void Player::collideWith(Bullet*)
void Player::collideWith(Enemy*)
void Enemy::collideWith(Bullet*)
void Enemy::collideWith(Player*)
void Bullet::collideWith(Player*)
void Bullet::collideWith(Enemy*)
Function for checking collisions p and q points to Entity* from EntityList, which contains its derived classes Player, Enemy, and Bullet
void SceneGame::checkCollisions(){
populateGrid();
// Right now I am unable to get the collision detection to work!
for (auto i = 0; i < gridBox.slicesX; ++i){
for (auto j = 0; j < gridBox.slicesY; ++j){
if (gridBox.cell[i][j].nEntities < 2) continue;
for (auto k = 0; k < gridBox.cell[i][j].nEntities; ++k){
for (auto l = 0; l < gridBox.cell[i][j].nEntities; ++l){
// Set up the pointers and compare them
auto p = gridBox.cell[i][j].items[k];
auto q = gridBox.cell[i][j].items[l];
if (p == q) continue; // we do not want the same pointer
if (p->getGlobalBounds().
intersects(q->getGlobalBounds() )){
// Do a series of collisions depending on the specific entities
/*
However, I end up always calling the BASE function of collideWith
instead of the derived types (Player, Enemy, Bullet, etc.)
*/
p->collideWith(q);
}
}
}
}
}
}