text: #include "p2Defs.h"
  #include "p2Log.h"
  #include "j1App.h"
  #include "j1Render.h"
  #include "j1Textures.h"
  #include "j1Colliders.h"
  
  j1Colliders::j1Colliders()
  {
  }
  
  j1Colliders::~j1Colliders()
  {
  }
  
  bool j1Colliders::Awake(pugi::xml_node &)
  {
  	return true;
  }
  
  bool j1Colliders::Start()
  {
  	return true;
  }
  
  bool j1Colliders::PreUpdate()
  {
  	return true;
  }
  
  bool j1Colliders::CleanUp()
  {
  	return true;
  }
  
  bool j1Colliders::CheckCollision(SDL_Rect r1, SDL_Rect r2) const
  {
  	return (r1.x < r2.x + r2.w &&
  		r1.x + r1.w > r2.x &&
  		r1.y < r2.y + r2.h &&
  		r1.h + r1.y > r2.y);
  }
  
  void j1Colliders::AddColliders(SDL_Rect collider)
  {
  	colliders.add(collider);
  }
  
  void j1Colliders::AddDeath(SDL_Rect death)
  {
  	death_triggers.add(death);
  }
  
  void j1Colliders::AddVictory(SDL_Rect victory)
  {
  	victory_triggers.add(victory);
  }
  
  bool j1Colliders::Save(pugi::xml_node &)
  {
  	return true;
  }
  
  bool j1Colliders::Load(pugi::xml_node &)
  {
  	return true;
  }
  
  void j1Colliders::UnloadAllColliders()
  {
  	colliders.clear();
  	death_triggers.clear();
  	victory_triggers.clear();
  }