private static void collisionCheck(Bullet bullet, Ship ship) {
if (bullet.id!=ship.id && ship.alive) {
- for(int i = 0; i<ship.collisionPoints.size();++i) {
+ for(int i = 0; i<ship.collisionPoints.size;++i) {
if(Intersector.isPointInPolygon(bullet.collisionPoints, ship.collisionPoints.get(i))) {
ship.damage(bullet.damage);
GameInstance.getInstance().bulletHit(ship, bullet);
}
}
- for(int i = 0; i<bullet.collisionPoints.size();++i) {
+ for(int i = 0; i<bullet.collisionPoints.size;++i) {
if(Intersector.isPointInPolygon(ship.collisionPoints, bullet.collisionPoints.get(i))) {
ship.damage(bullet.damage);
GameInstance.getInstance().bulletHit(ship, bullet);
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
+import com.badlogic.gdx.utils.Array;
import de.swagner.paxbritannica.factory.FactoryProduction;
public Vector2 facing = new Vector2();
public Vector2 collisionCenter = new Vector2();
- public ArrayList<Vector2> collisionPoints = new ArrayList<Vector2>();
+ public Array<Vector2> collisionPoints = new Array<Vector2>();
public boolean alive = true;