flappy_xm/flappy_xm.cpp
bool checkCollision() {
	auto pair1 = make_pair(xmLeftX, (int) xmLeftY);
	auto pair2 = make_pair(xmRightX, (int) xmRightY);

	return coordsSet.find(pair1) != coordsSet.end() || coordsSet.find(pair2) != coordsSet.end();
}
//Returns whether or not there is a collision and the game should end
//We can do this in constant time by checking if the XM particle coordinates overlap
Returns whether or not there is a collision and the game should end
We can do this in constant time by checking if the XM particle coordinates overlap
Returns whether or not there is a collision and the game should end We can do this in constant time by checking if the XM particle coordinates overlap
bool checkCollision() {
	auto pair1 = make_pair(xmLeftX, (int) xmLeftY);
	auto pair2 = make_pair(xmRightX, (int) xmRightY);
	return coordsSet.find(pair1) != coordsSet.end() || coordsSet.find(pair2) != coordsSet.end();
}
bool checkCollision ( ) { auto pair1 = make_pair ( xmLeftX , ( int ) xmLeftY ) ; auto pair2 = make_pair ( xmRightX , ( int ) xmRightY ) ; return coordsSet . find ( pair1 ) != coordsSet . end ( ) || coordsSet . find ( pair2 ) != coordsSet . end ( ) ; }
Returns whether or not there is a collision and the game should end
We can do this in constant time by checking if the XM particle coordinates overlap
Returns whether or not there is a collision and the game should end We can do this in constant time by checking if the XM particle coordinates overlap