Beispiel #1
0
        public Vector2 CheckCollision(Vector2 position, int width, int height)
        {
            int minI = Math.Max(0, (int)Math.Floor((position.Y - (height / 2)) / 16));
            int maxI = Math.Min(Map.Instance.CurrentPanel.Tiles.GetLength(0) - 1, (int)Math.Floor((position.Y + (height / 2)) / 16));

            int minJ = Math.Max(0, (int)Math.Floor((position.X - (width / 2)) / 16));
            int maxJ = Math.Min(Map.Instance.CurrentPanel.Tiles.GetLength(1) - 1, (int)Math.Floor((position.X + (width / 2)) / 16));

            Rectangle bounds = new Rectangle((int)position.X - (width / 2), (int)position.Y - (height / 2), width, height);

            for (int i = minI; i <= maxI; ++i)
            {
                for (int j = minJ; j <= maxJ; j++)
                {
                    if (Map.Instance.CurrentPanel.Tiles[i, j] == 1)
                    {
                        Rectangle tileBounds = new Rectangle(j * 16, i * 16, 16, 16);
                        Vector2 depth = bounds.GetIntersectionDepth(tileBounds);
                        if (depth != Vector2.Zero)
                        {
                            float absDepthX = Math.Abs(depth.X);
                            float absDepthY = Math.Abs(depth.Y);

                            if (absDepthY < absDepthX)
                            {
                                bounds.Y += (int)depth.Y;
                                position.Y += depth.Y;
                            }
                            else
                            {
                                bounds.X += (int)depth.X;
                                position.X += depth.X;
                            }
                        }
                    }
                }
            }

            return position;
        }
Beispiel #2
0
        private void ProcessLevelCollisions(Entity entity)
        {
            Entity level = _world.EntityManager.GetEntities(Aspect.All(typeof(Map)))[0];
            if (level == null) return;
            Map map = level.GetComponent<Map>();
            CollisionBox box = entity.GetComponent<CollisionBox>();
            Position position = entity.GetComponent<Position>();
            Rectangle bounds = new Rectangle(
                (int)position.X + box.OffsetX,
                (int)position.Y + box.OffsetY,
                box.Width,
                box.Height
                );

            int leftTile = (int) Math.Floor((float) bounds.Left/TilesetConstants.TileWidth);
            int rightTile = (int)Math.Ceiling(((float)bounds.Right / TilesetConstants.TileWidth)) - 1;
            int topTile = (int) Math.Floor((float) bounds.Top/TilesetConstants.TileHeight);
            int bottomTile = (int) Math.Ceiling(((float) bounds.Bottom/TilesetConstants.TileHeight)) - 1;

            for (int y = topTile; y <= bottomTile; ++y)
            {
                for (int x = leftTile; x <= rightTile; ++x)
                {
                    if (x >= map.Width || x < 0 ||
                        y >= map.Height || y < 0)
                        continue;

                    TileData tile = map.Tiles[x, y];

                    if (tile != null && tile.IsCollidable)
                    {
                        Rectangle tileBounds = new Rectangle(
                            x * TilesetConstants.TileWidth,
                            y * TilesetConstants.TileHeight,
                            TilesetConstants.TileWidth,
                            TilesetConstants.TileHeight
                            );

                        Vector2 depth = bounds.GetIntersectionDepth(tileBounds);
                        var type = bounds.GetCollisionType(tileBounds);

                        // Entity's bottom collided with top of tile.
                        if (type == CollisionType.Top)
                        {
                            position.Y += depth.Y;
                            position.IsOnGround = true;
                            break;
                        }
                        else if (type == CollisionType.Left)
                        {

                        }
                        else if (type == CollisionType.Right)
                        {

                        }
                        else if (type == CollisionType.Bottom)
                        {

                        }

                    }
                }
            }
        }