Beispiel #1
0
 public void RemoveBrickViewModel(BrickViewModel brickViewModel)
 {
     if (brickViewModels.Contains(brickViewModel))
     {
         brickViewModels.Remove(brickViewModel);
     }
 }
Beispiel #2
0
 public void AddBrickViewModel(BrickViewModel brickViewModel)
 {
     if (!brickViewModels.Contains(brickViewModel))
     {
         brickViewModels.Add(brickViewModel);
     }
 }
Beispiel #3
0
 private int CheckCollisions(BallViewModel bvm, out BrickViewModel brickViewModelToDelete)
 {
     brickViewModelToDelete = null;
     if (CheckCollisionWithCanvas(bvm, 0, 0, viewportSize.Width, viewportSize.Height))
     {
         return(1);
     }
     foreach (var brickViewModel in BrickViewModels)
     {
         if (CheckCollisionWithBrick(bvm, brickViewModel))
         {
             brickViewModelToDelete = brickViewModel;
             return(2);
         }
         else if (brickViewModel.NumberOfHitsNecessary <= 0)
         {
             Debugger.Break();
         }
     }
     return(0);
 }
Beispiel #4
0
        private bool CheckCollisionWithBrick(BallViewModel bvm, BrickViewModel brickViewModel)
        {
            //Debug.Assert(brickViewModel.NumberOfHitsNecessary > 0);
            if (brickViewModel.NumberOfHitsNecessary <= 0)
            {
                return(true);
            }
            Vector normalizedVel = bvm.Vel;

            normalizedVel.Normalize();

            var xl = brickViewModel.TopLeft.X;
            var xr = brickViewModel.TopRight.X;
            var yt = brickViewModel.TopLeft.Y;
            var yb = brickViewModel.BottomLeft.Y;

            bool hasOverlapWithBrick = false;

            // cache waarde onderste rand bricks zit. Daaronder hoef je alleen maar de Y te checken

            // TODO: nieuwe pos kan buiten brick zitten als deltaTime te groot is. Kijk naar oude en nieuwe pos en bereken het snijpunt met de brick.
            hasOverlapWithBrick = bvm.TopRight.X >= xl && bvm.TopLeft.X <= xr && bvm.BottomLeft.Y >= yt && bvm.TopLeft.Y <= yb;

            if (!hasOverlapWithBrick)
            {
                return(false);
            }

            // Nu zou 1 van de 4 cases hieronder true moeten zijn, maar toch zie ik gebeuren dat dit niet zo is.

            var x  = bvm.Pos.X;
            var y  = bvm.Pos.Y;
            var vx = normalizedVel.X;
            var vy = normalizedVel.Y;

            var aleft = (x - xl) / vx;
            var yleft = y - aleft * vy;

            if (aleft >= -bvm.Size.Width / 2 && yt <= yleft && yleft <= yb)
            {
                // bal is aan linkerkant erin gegaan
                Log("Buts links");
                double a = (bvm.Pos.X - xl + bvm.Size.Width / 2) / normalizedVel.X;
                bvm.Pos = new Point(xl - bvm.Size.Width / 2, bvm.Pos.Y - a * normalizedVel.Y);
                bvm.Vel = new Vector(-bvm.Vel.X, bvm.Vel.Y);
                brickViewModel.NumberOfHitsNecessary--;
                if (brickViewModel.NumberOfHitsNecessary <= 0)
                {
                    Log("NumberOfHitsNecessary: " + brickViewModel.NumberOfHitsNecessary);
                    return(true);
                }
                return(false);
            }

            var aright = (x - xr) / vx;
            var yright = y - aright * vy;

            if (aright >= -bvm.Size.Width / 2 && yt <= yright && yright <= yb)
            {
                // bal is aan rechterkant erin gegaan
                Log("Buts rechts");
                double a = (bvm.Pos.X - xr - bvm.Size.Width / 2) / normalizedVel.X;
                bvm.Pos = new Point(xr + bvm.Size.Width / 2, bvm.Pos.Y - a * normalizedVel.Y);
                bvm.Vel = new Vector(-bvm.Vel.X, bvm.Vel.Y);
                brickViewModel.NumberOfHitsNecessary--;
                if (brickViewModel.NumberOfHitsNecessary <= 0)
                {
                    Log("NumberOfHitsNecessary: " + brickViewModel.NumberOfHitsNecessary);
                    return(true);
                }
                return(false);
            }

            var atop = (y - yt) / vy;
            var xtop = x - atop * vx;

            if (atop >= -bvm.Size.Width / 2 && xl <= xtop && xtop <= xr)
            {
                // bal is aan bovenkant erin gegaan
                Log("Buts boven");
                double a = (bvm.Pos.Y - yt + bvm.Size.Height / 2) / normalizedVel.Y;
                bvm.Pos = new Point(bvm.Pos.X - a * normalizedVel.X, yt - bvm.Size.Height / 2);
                bvm.Vel = new Vector(bvm.Vel.X, -bvm.Vel.Y);
                brickViewModel.NumberOfHitsNecessary--;
                if (brickViewModel.NumberOfHitsNecessary <= 0)
                {
                    Log("NumberOfHitsNecessary: " + brickViewModel.NumberOfHitsNecessary);
                    return(true);
                }
                return(false);
            }

            // Let op: abottom en xbottom worden alleen maar gebruikt om te kijken of de shooting line kruist met de onderste line van de brick.
            // De size van de ball speelt hier dus geen rol.
            var abottom = (y - yb) / vy;
            var xbottom = x - abottom * vx;

            if (abottom >= -bvm.Size.Width / 2 && xl <= xbottom && xbottom <= xr)
            {
                // bal is aan onderkant erin gegaan
                // Nu speelt de ball size wél een rol
                Log("Buts onder");
                double a = (bvm.Pos.Y - yb - bvm.Size.Height / 2) / normalizedVel.Y;
                bvm.Pos = new Point(bvm.Pos.X - a * normalizedVel.X, yb + bvm.Size.Height / 2);
                bvm.Vel = new Vector(bvm.Vel.X, -bvm.Vel.Y);
                brickViewModel.NumberOfHitsNecessary--;
                if (brickViewModel.NumberOfHitsNecessary <= 0)
                {
                    Log("NumberOfHitsNecessary: " + brickViewModel.NumberOfHitsNecessary);
                    return(true);
                }
                return(false);
            }
            return(false);
        }