public void HandleCollisionsNew()
        {
            isGround();



            Rectangle playerBounds = _position.Bounding;
            //Find how many tiles are near on the left
            Vector4 v4 = SpriteRoom.getBoundTiles(playerBounds);

            // For each potentially colliding Tile, warning the for check only the player row ground..W
            for (int y = Convert.ToInt32(Math.Truncate(v4.Z)); y <= Convert.ToInt32(Math.Truncate(v4.W)); y++)
            {
                for (int x = Convert.ToInt32(Math.Truncate(v4.X)); x <= Convert.ToInt32(Math.Truncate(v4.Y)); x++)
                {
                    Rectangle tileBounds = SpriteRoom.GetBounds(x, y);
                    Vector2   depth      = RectangleExtensions.GetIntersectionDepth(playerBounds, tileBounds);
                    Enumeration.TileCollision tileCollision = SpriteRoom.GetCollision(x, y);
                    Enumeration.TileType      tileType      = SpriteRoom.GetType(x, y);

                    switch (tileType)
                    {
                    case Enumeration.TileType.spikes:
                        if (IsAlive == false)
                        {
                            ((Spikes)SpriteRoom.GetTile(x, y)).Open();
                            return;
                        }

                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < 10 & depth.Y >= Player.SPRITE_SIZE_Y)
                            {
                                ((Spikes)SpriteRoom.GetTile(x, y)).Open();

                                // if (depth.X <= -30 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //   Impale();
                            }
                        }
                        else
                        {
                            if (depth.X > -10 & depth.Y >= Player.SPRITE_SIZE_Y)
                            {
                                ((Spikes)SpriteRoom.GetTile(x, y)).Open();

                                //if (depth.X >= 60 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //  Impale();
                            }
                        }

                        break; // TODO: might not be correct. Was : Exit Select


                    case Enumeration.TileType.lava:
                        if (IsAlive == false)
                        {
                            ((Lava)SpriteRoom.GetTile(x, y)).Open();
                            return;
                        }

                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < 10 & depth.Y >= Skeleton.SPRITE_SIZE_Y)
                            {
                                ((Lava)SpriteRoom.GetTile(x, y)).Open();

                                // if (depth.X <= -30 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //   Impale();
                            }
                        }
                        else
                        {
                            if (depth.X > -10 & depth.Y >= Skeleton.SPRITE_SIZE_Y)
                            {
                                ((Lava)SpriteRoom.GetTile(x, y)).Open();

                                //if (depth.X >= 60 & depth.Y >= Player.SPRITE_SIZE_Y & ((Spikes)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.open)
                                //  Impale();
                            }
                        }

                        break; // TODO: might not be correct. Was : Exit Select



                    case Enumeration.TileType.loose:
                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            if (depth.X < (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION))
                            {
                                ((Loose)SpriteRoom.GetTile(x, y)).Press();
                                //else
                                //isLoosable();
                            }
                        }
                        else
                        {
                            if (depth.X > (Tile.PERSPECTIVE + PLAYER_L_PENETRATION))
                            {
                                //45
                                ((Loose)SpriteRoom.GetTile(x, y)).Press();
                                //else
                                //isLoosable();
                            }
                        }
                        break; // TODO: might not be correct. Was : Exit Select



                    case Enumeration.TileType.pressplate:
                        ((PressPlate)SpriteRoom.GetTile(x, y)).Press();
                        break; // TODO: might not be correct. Was : Exit Select

                    case Enumeration.TileType.gate:
                    case Enumeration.TileType.block:
                        if (tileType == Enumeration.TileType.gate)
                        {
                            if (((Gate)SpriteRoom.GetTile(x, y)).State == Enumeration.StateTile.opened)
                            {
                                break; // TODO: might not be correct. Was : Exit Select
                            }
                        }
                        //if player are raised then not collide..


                        //if sx wall i will penetrate..for perspective design
                        if (flip == SpriteEffects.FlipHorizontally)
                        {
                            //only for x pixel
                            if (depth.X < (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION))
                            {
                                if (spriteState.Value().state != Enumeration.State.freefall & spriteState.Value().state != Enumeration.State.highjump & spriteState.Value().state != Enumeration.State.hang & spriteState.Value().state != Enumeration.State.hangstraight & spriteState.Value().state != Enumeration.State.hangdrop & spriteState.Value().state != Enumeration.State.hangfall & spriteState.Value().state != Enumeration.State.jumphangMed & spriteState.Value().state != Enumeration.State.jumphangLong & spriteState.Value().state != Enumeration.State.climbup & spriteState.Value().state != Enumeration.State.climbdown)
                                {
                                    //if (sprite.sequence.raised == false)
                                    //    Bump(Enumeration.PriorityState.Force);
                                    //else
                                    //    RJumpFall(Enumeration.PriorityState.Force);
                                    //return;
                                    _position.Value = new Vector2(_position.X + (depth.X - (-Tile.PERSPECTIVE - PLAYER_R_PENETRATION)), _position.Y);
                                }
                            }
                            else
                            {
                                if (sprite.sequence.raised == true)
                                {
                                    _position.Value = new Vector2(_position.X, _position.Y);
                                }
                                else
                                {
                                    _position.Value = new Vector2(_position.X, _position.Y);
                                }
                            }
                        }
                        else
                        {
                            if (depth.X > (Tile.PERSPECTIVE + PLAYER_L_PENETRATION))
                            {
                                //45
                                //if(sprite.sequence.raised == false)

                                if (spriteState.Value().state != Enumeration.State.freefall & spriteState.Value().state != Enumeration.State.highjump & spriteState.Value().state != Enumeration.State.hang & spriteState.Value().state != Enumeration.State.hangstraight & spriteState.Value().state != Enumeration.State.hangdrop & spriteState.Value().state != Enumeration.State.hangfall & spriteState.Value().state != Enumeration.State.jumphangMed & spriteState.Value().state != Enumeration.State.jumphangLong & spriteState.Value().state != Enumeration.State.climbup & spriteState.Value().state != Enumeration.State.climbdown)
                                {
                                    _position.Value = new Vector2(_position.X + (depth.X - (Tile.PERSPECTIVE + PLAYER_L_PENETRATION)), _position.Y);
                                    //Bump(Enumeration.PriorityState.Force);
                                    return;
                                }
                            }
                            else if (sprite.sequence.raised == true)
                            {
                                _position.Value = new Vector2(_position.X, _position.Y);
                            }
                            else
                            {
                                _position.Value = new Vector2(_position.X, _position.Y);
                            }
                        }
                        playerBounds = BoundingRectangle;
                        break; // TODO: might not be correct. Was : Exit Select



                    default:
                        _position.Value = new Vector2(_position.X, tileBounds.Bottom);
                        playerBounds    = BoundingRectangle;
                        break;
                    }
                }
            }
            //???
            //previousBottom = playerBounds.Bottom;
            //check if out room
            if (_position.Y > RoomNew.BOTTOM_LIMIT + 10)
            {
                RoomNew room = Maze.DownRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.Y = RoomNew.TOP_LIMIT + 27;
                // Y=77
                //For calculate height fall from damage points calculations..


                PositionFall = new Vector2(Position.X, (PrinceOfPersiaGame.CONFIG_SCREEN_HEIGHT - RoomNew.BOTTOM_LIMIT - PositionFall.Y));
            }
            else if (_position.X >= RoomNew.RIGHT_LIMIT)
            {
                RoomNew room = Maze.RightRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.X = RoomNew.LEFT_LIMIT + 10;
            }
            else if (_position.X <= RoomNew.LEFT_LIMIT)
            {
                RoomNew room = Maze.LeftRoom(SpriteRoom);
                SpriteRoom  = room;
                _position.X = RoomNew.RIGHT_LIMIT - 10;
            }
            else if (_position.Y < RoomNew.TOP_LIMIT - 10)
            {
                RoomNew room = Maze.UpRoom(SpriteRoom);
                SpriteRoom = room;
                //Y=270
                _position.Y = RoomNew.BOTTOM_LIMIT - 24;
            }
        }
Beispiel #2
0
        public void HandleCollision()
        {
            if (this.Type == Enumeration.TileType.loose)
            {
                if (this.tileState.Value().state != Enumeration.StateTile.loosefall)
                {
                    return;
                }

                Rectangle r          = new Rectangle(Convert.ToInt32(Math.Truncate(Position.X)), Convert.ToInt32(Math.Truncate(Position.Y)), Tile.WIDTH, Tile.HEIGHT);
                Vector4   v          = room.getBoundTiles(r);
                Rectangle tileBounds = room.GetBounds(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));

                Vector2 depth = RectangleExtensions.GetIntersectionDepth(tileBounds, r);
                Enumeration.TileType      tileType      = room.GetType(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                Enumeration.TileCollision tileCollision = room.GetCollision(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                //Tile tile = room.GetTile(new Vector2((int)v.X, (int)v.W));
                if (tileCollision == Enumeration.TileCollision.Platform)
                {
                    //if (tileType == Enumeration.TileType.floor)
                    if (depth.Y >= Tile.HEIGHT - Tile.PERSPECTIVE)
                    {
                        lock (room.tilesTemporaney)
                        {
                            room.tilesTemporaney.Remove(this);
                        }
                        //Vector2 vs = new Vector2(this.Position.X, this.Position.Y);
                        if (tileType == Enumeration.TileType.loose)
                        {
                            Loose l = (Loose)room.GetTile(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W)));
                            l.Fall(true);
                        }
                        else
                        {
                            ((SoundEffect)Maze.dContentRes[PrinceOfPersiaGame.CONFIG_SOUNDS + "tile crashing into the floor".ToUpper()]).Play();
                            room.SubsTile(Coordinates, Enumeration.TileType.rubble);
                        }
                    }
                }


                //if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.HEIGHT - Tile.PERSPECTIVE)
                if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.PERSPECTIVE)
                {
                    //remove tiles from tilesTemporaney
                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Remove(this);
                    }
                    //exit from DOWN room
                    RoomNew roomDown = room.maze.DownRoom(room);
                    room        = roomDown;
                    _position.Y = RoomNew.TOP_LIMIT - 10;

                    lock (room.tilesTemporaney)
                    {
                        room.tilesTemporaney.Add(this);
                    }
                }
            }
        }