public void Check_StopsObject_EvenIfItIsMovingLessThanOnePixel()
        {
            var map = CollisionMap.Empty;
            map.TileSize = 16;
            map.MapData.Width = 4;

            // create a fake map
            // 0,  0,  0,  0,
            // 0, -1, -1,  0,
            // 0, -1, -1,  0,
            // 0,  0,  0,  0
            map.MapData[  0 ] = 0; map.MapData[  1 ] =  0; map.MapData[  2 ] =  0; map.MapData[   3 ] = 0;
            map.MapData[  4 ] = 0; map.MapData[  5 ] = -1; map.MapData[  6 ] = -1; map.MapData[   7 ] = 0;
            map.MapData[  8 ] = 0; map.MapData[  9 ] = -1; map.MapData[ 10 ] = -1; map.MapData[  11 ] = 0;
            map.MapData[ 12 ] = 0; map.MapData[ 13 ] =  0; map.MapData[ 14 ] =  0; map.MapData[  15 ] = 0;

            var detector = new CollisionDetector( map );

            // now, simulate a collision where the entity wants to travel 0.32000000023f on X and 4.8f on Y
            var result = detector.Check( new Vector2( 16, 16 ), new Vector2( -0.3200000023f, 4.8f ), new Vector2( 64, 64 ) );

            // X position should be pushed back (entity was in a bad spot before)
            Assert.Equal( 16f, result.Position.X );

            // Y should increase as expected
            Assert.Equal( 20.8f, result.Position.Y );
        }
        public void Check_DecrementsYaxis_IfNoCollisions()
        {
            var detector = new CollisionDetector( CollisionMap.Empty );

            var result = detector.Check( _startPosition, new Vector2( 0, -2 ), _size );

            Assert.Equal( 100f, result.Position.X );
            Assert.Equal( 98f, result.Position.Y );
        }
        public void Check_IncrementsYaxis_IfNoCollisions()
        {
            var detector = new CollisionDetector( CollisionMap.Empty );

            var result = detector.Check( _startPosition, _smallVelocity, _size );

            Assert.Equal( 105f, result.Position.X );
            Assert.Equal( 105f, result.Position.Y );
        }
        public void Check_StopsObject_AtCollisionPoint()
        {
            // fake a collision along our path
            var map = CollisionMap.Empty;
            map.TileSize = 16;
            map.MapData[ 1 ] = 1;

            var detector = new CollisionDetector( map );

            var result = detector.Check( Vector2.Zero, new Vector2( 32, 0 ), new Vector2( 8, 8 ) );

            Assert.Equal( 8, result.Position.X );
            Assert.Equal( 0, result.Position.Y );
        }
Beispiel #5
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        public CollisionService(CollisionMap map = null)
        {
            _map = map ?? CollisionMap.Empty;

            _detector = new CollisionDetector(_map);
        }
        public void Test_Collision_Edge_Cases()
        {
            //{X:0 Y:78.4279}
            //{X:-20 Y:88.2359}
            //False
            //{X:-0.32 Y:1.411775}
            //{X:64 Y:252.6814}

            var map = CollisionMap.Empty;
            map.TileSize = 16;
            map.MapData.Width = 4;

            // create a fake map
            // 0,  0,  0,  0,
            // 0, -1, -1,  0,
            // 0, -1, -1,  0,
            // 0,  0,  0,  0
            map.MapData[   0 ] = 0; map.MapData[  1 ] =  0; map.MapData[  2 ] =  0; map.MapData[   3 ] = 0;
            map.MapData[   4 ] = 0; map.MapData[  5 ] = -1; map.MapData[  6 ] = -1; map.MapData[   7 ] = 0;
            map.MapData[   8 ] = 0; map.MapData[  9 ] = -1; map.MapData[ 10 ] = -1; map.MapData[  11 ] = 0;
            map.MapData[  12 ] = 0; map.MapData[ 13 ] = -1; map.MapData[ 14 ] = -1; map.MapData[  15 ] = 0;
            map.MapData[  16 ] = 0; map.MapData[ 17 ] = -1; map.MapData[ 18 ] = -1; map.MapData[  19 ] = 0;
            map.MapData[  20 ] = 0; map.MapData[ 21 ] = -1; map.MapData[ 22 ] = -1; map.MapData[  23 ] = 0;
            map.MapData[  24 ] = 0; map.MapData[ 25 ] = -1; map.MapData[ 26 ] = -1; map.MapData[  27 ] = 0;
            map.MapData[  28 ] = 0; map.MapData[ 29 ] = -1; map.MapData[ 30 ] = -1; map.MapData[  31 ] = 0;
            map.MapData[  32 ] = 0; map.MapData[ 33 ] =  0; map.MapData[ 34 ] =  0; map.MapData[  35 ] = 0;

            var detector = new CollisionDetector( map );

            // now, simulate a collision where the entity wants to travel 0.32000000023f on X and 4.8f on Y
            var result = detector.Check( new Vector2( 16, 16 ), new Vector2( -0.3200000023f, 1.411775f ), new Vector2( 16, 16 ) );

            result.XAxis.ShouldBeTrue("No XAxis Collision Reported");
            result.Position.X.ShouldEqual( 16f ); // no movement on X
        }
Beispiel #7
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        public CollisionService( CollisionMap map = null )
        {
            _map = map ?? CollisionMap.Empty;

            _detector = new CollisionDetector( _map );
        }