Beispiel #1
0
        public bool CollideCheck <T, Exclude>() where T : Entity where Exclude : Entity
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Entity type");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(Exclude)))
            {
                throw new Exception("Excluded type is an untracked Entity type!");
            }
#endif

            var exclude = Scene.Tracker.Entities[typeof(Exclude)];
            foreach (var e in Scene.Tracker.Entities[typeof(T)])
            {
                if (!exclude.Contains(e))
                {
                    if (Collide.Check(this, e))
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Beispiel #2
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        public Entity CollideFirst(BitTag tag)
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene");
            }
#endif
            return(Collide.First(this, Scene[tag]));
        }
Beispiel #3
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        public bool CollideCheck(int tag, Vector2 at)
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene");
            }
#endif
            return(Collide.Check(this, Scene[tag], at));
        }
Beispiel #4
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        public List <Entity> CollideAll(BitTag tag, Vector2 at)
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene");
            }
#endif
            return(Collide.All(this, Scene[tag], at));
        }
Beispiel #5
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        static public bool RectToCircle(float rX, float rY, float rW, float rH, Vector2 cPosition, float cRadius)
        {
            //Check if the circle contains the rectangle's center-point
            if (Collide.CircleToPoint(cPosition, cRadius, new Vector2(rX + rW / 2, rY + rH / 2)))
            {
                return(true);
            }

            //Check the circle against the relevant edges
            Vector2      edgeFrom;
            Vector2      edgeTo;
            PointSectors sector = GetSector(rX, rY, rW, rH, cPosition);

            if ((sector & PointSectors.Top) != 0)
            {
                edgeFrom = new Vector2(rX, rY);
                edgeTo   = new Vector2(rX + rW, rY);
                if (CircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
                {
                    return(true);
                }
            }

            if ((sector & PointSectors.Bottom) != 0)
            {
                edgeFrom = new Vector2(rX, rY + rH);
                edgeTo   = new Vector2(rX + rW, rY + rH);
                if (CircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
                {
                    return(true);
                }
            }

            if ((sector & PointSectors.Left) != 0)
            {
                edgeFrom = new Vector2(rX, rY);
                edgeTo   = new Vector2(rX, rY + rH);
                if (CircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
                {
                    return(true);
                }
            }

            if ((sector & PointSectors.Right) != 0)
            {
                edgeFrom = new Vector2(rX + rW, rY);
                edgeTo   = new Vector2(rX + rW, rY + rH);
                if (CircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
                {
                    return(true);
                }
            }

            return(false);
        }
Beispiel #6
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        public T CollideFirst <T>(Vector2 at) where T : Entity
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Entity type");
            }
#endif
            return(Collide.First(this, Scene.Tracker.Entities[typeof(T)], at) as T);
        }
Beispiel #7
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        public List <T> CollideAll <T>() where T : Entity
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Entity type");
            }
#endif

            return(Collide.All(this, Scene.Tracker.Entities[typeof(T)]) as List <T>);
        }
        public List <Entity> CollideAll <T>(Vector2 at, List <Entity> into) where T : Entity
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Entity type");
            }
#endif

            into.Clear();
            return(Collide.All(this, Scene.Tracker.Entities[typeof(T)], into, at));
        }
Beispiel #9
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        public Entity CollideFirstOutside(BitTag tag, Vector2 at)
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene");
            }
#endif

            foreach (var entity in Scene[tag])
            {
                if (!Collide.Check(this, entity) && Collide.Check(this, entity, at))
                {
                    return(entity);
                }
            }
            return(null);
        }
Beispiel #10
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        public bool CollideCheckOutside(int tag, Vector2 at)
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene");
            }
#endif

            foreach (var entity in Scene[tag])
            {
                if (!Collide.Check(this, entity) && Collide.Check(this, entity, at))
                {
                    return(true);
                }
            }

            return(false);
        }
Beispiel #11
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        public T CollideFirstOutsideByComponent <T>(Vector2 at) where T : Component
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Components.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Component type");
            }
#endif

            foreach (var component in Scene.Tracker.Components[typeof(T)])
            {
                if (!Collide.Check(this, component.Entity) && Collide.Check(this, component.Entity, at))
                {
                    return(component as T);
                }
            }
            return(null);
        }
Beispiel #12
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        public bool CollideCheckByComponent <T>() where T : Component
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Component type");
            }
#endif

            foreach (var c in Scene.Tracker.Components[typeof(T)])
            {
                if (Collide.Check(this, c.Entity))
                {
                    return(true);
                }
            }
            return(false);
        }
Beispiel #13
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        public bool CollideCheckOutside <T>(Vector2 at) where T : Entity
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Entities.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Entity type");
            }
#endif

            foreach (var entity in Scene.Tracker.Entities[typeof(T)])
            {
                if (!Collide.Check(this, entity) && Collide.Check(this, entity, at))
                {
                    return(true);
                }
            }
            return(false);
        }
Beispiel #14
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        public List <T> CollideAllByComponent <T>() where T : Component
        {
#if DEBUG
            if (Scene == null)
            {
                throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene");
            }
            else if (!Scene.Tracker.Components.ContainsKey(typeof(T)))
            {
                throw new Exception("Can't collide check an Entity against an untracked Component type");
            }
#endif

            List <T> list = new List <T>();
            foreach (var component in Scene.Tracker.Components[typeof(T)])
            {
                if (Collide.Check(this, component.Entity))
                {
                    list.Add(component as T);
                }
            }
            return(list);
        }
Beispiel #15
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 public bool CollideCheck(Entity other, Vector2 at)
 {
     return(Collide.Check(this, other, at));
 }
Beispiel #16
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 public bool CollideCheck(CollidableComponent other, Vector2 at)
 {
     return(Collide.Check(this, other, at));
 }
Beispiel #17
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 public bool CollideCheckOutside(Entity other, Vector2 at)
 {
     return(!Collide.Check(this, other) && Collide.Check(this, other, at));
 }
Beispiel #18
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 public bool CollidePoint(Vector2 point, Vector2 at)
 {
     return(Collide.CheckPoint(this, point, at));
 }
Beispiel #19
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 public bool CollideCheck <T>(Vector2 at) where T : Entity
 {
     return(Collide.Check(this, Scene.Tracker.Entities[typeof(T)], at));
 }
Beispiel #20
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 public bool CollideCheck(CollidableComponent other)
 {
     return(Collide.Check(this, other));
 }
Beispiel #21
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 public bool CollideCheck(Entity other)
 {
     return(Collide.Check(this, other));
 }
Beispiel #22
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 public bool CollideRect(Rectangle rect, Vector2 at)
 {
     return(Collide.CheckRect(this, rect, at));
 }
Beispiel #23
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 public bool CollideLine(Vector2 from, Vector2 to, Vector2 at)
 {
     return(Collide.CheckLine(this, from, to, at));
 }