I managed with some help to know how when two rectangles are intersecting each other, from there it should be easy to make what i just said in the title but ...
So, short story of what i just did below: Created a for loop from 1 to Number_of_Obstacles In that for an random obstacle (rectangle/square) is created and it will be checked if it is overlaped with all other obstacles created from 0 to the loop contor (or in other words every obstacle stored in the vector)
Again, the doOverLap function works. Tested it with a square which i made a controller and other random rectangle created on the screen. It outputs in chat when i'm overlaping it and trust me, i overlaped it from all angles.
Here is a picture with the overlaping issue: https://i.sstatic.net/PJnxV.jpg
bool doOverlap(A a, B b)
{
if (a.x1 > b.x2 || b.x1 > a.x2)
return false;
if (a.y1 > b.y2 || b.y1 > a.y2)
return false;
return true;
}
struct Obstacles {
int X, Y;
void Create_Random_Obstacles(Obstacles Obj[], int Numar_Obstacole)
{
srand(time(NULL));
A Rectangle_1;
B Rectangle_2;
/* To avoid rendering outside of the screen */
int X_Axis = X_RESOLUTION - 40;
int Y_Axis = Y_RESOLUTION - 40;
int obstacolX = rand() % X_Axis + 1;
int obstacolY = rand() % Y_Axis + 1;
Obj[0].X = obstacolX;
Obj[0].Y = obstacolY;
for (int i = 1; i < Numar_Obstacole; i++)
{
obstacolX = rand() % X_Axis + 1;
obstacolY = rand() % Y_Axis + 1;
Rectangle_1.x1 = obstacolX;
Rectangle_1.x2 = obstacolX + 40;
Rectangle_1.y1 = obstacolY;
Rectangle_1.y2 = obstacolY + 40;
for (int j = 0; j < i; j++) {
Rectangle_2.x1 = Obj[j].X;
Rectangle_2.x2 = Obj[j].X + 40;
Rectangle_2.y1 = Obj[j].Y;
Rectangle_2.y2 = Obj[j].Y + 40;
if (doOverlap(Rectangle_1, Rectangle_2))
{
std::cout << "Overlap\n";
}
else
{
Obj[i].X = obstacolX;
Obj[i].Y = obstacolY;
}
}
}
}
void Render(SDL_Renderer* renderer, Obstacles Obj[], int Numar_Obstacole) {
for (int i = 0; i < Numar_Obstacole; i++)
{
SDL_Rect r{ Obj[i].X, Obj[i].Y, 40, 40 };
SDL_SetRenderDrawColor(renderer, 255, 160, 15, 255);
SDL_RenderFillRect(renderer, &r);
}
}
};
Restart selection when collision occurs, something like:
bool Has_Overlap(const Obstacles& obj, const Obstacles* Objs, int Size)
{
B Rectangle_2;
Rectangle_2.x1 = obs.X;
Rectangle_2.x2 = obs.X + 40;
Rectangle_2.y1 = obs.Y;
Rectangle_2.y2 = obs.Y + 40;
for (int i = 0; i != Size; ++i) {
A Rectangle_1;
Rectangle_1.x1 = Obs[i].X;
Rectangle_1.x2 = Obs[i].X + 40;
Rectangle_1.y1 = Obs[i].Y;
Rectangle_1.y2 = Obs[i].Y + 40;
if (doOverlap(Rectangle_1, Rectangle_2)) {
return true;
}
}
return false;
}
void Create_Random_Obstacles(Obstacles* Objs, int Size)
{
/* To avoid rendering outside of the screen */
const int X_Axis = X_RESOLUTION - 40;
const int Y_Axis = Y_RESOLUTION - 40;
for (int i = 0; i < Size; i++)
{
do {
Objs[i].X = rand() % X_Axis + 1;
Objs[i].Y = rand() % Y_Axis + 1;
} while (Has_Overlap(Objs[i], Objs, i));
}
}