Beispiel #1
0
        private void AICollision(Quadtree quadtree, float elapsed, int numThread)
        {
            canJump = false;
            Vector2 newpos = new Vector2();
            newpos = pos + speed * elapsed;
            Rectangle collisionrect = new Rectangle(
                orgcollisionrect.X + (int)pos.X + orgcollisionrect.Width/2,
                orgcollisionrect.Y + (int)pos.Y+ orgcollisionrect.Height / 2,
                orgcollisionrect.Width - orgcollisionrect.Width / 2,
                orgcollisionrect.Height - orgcollisionrect.Height / 2);
            Rectangle newcollisionrect = new Rectangle(
                orgcollisionrect.X + (int)newpos.X,
                orgcollisionrect.Y + (int)newpos.Y,
                orgcollisionrect.Width,
                orgcollisionrect.Height);
            List<Tile> leveltiles;
            leveltiles = quadtree.GetEnemyCollision(newcollisionrect, numThread);
            foreach (Tile tile in leveltiles)
            {
                if (tile.TileColission_Type != TileCollision.Event)
                {
                    //newpos = pos + speed * elapsed;
                    //BottomCollision
                    if (collisionrect.Bottom <= tile.get_rect.Y &&
                        newcollisionrect.Bottom >= tile.get_rect.Y)
                    {
                        if (newcollisionrect.Right >= tile.get_rect.X && (int)(newcollisionrect.Left) <= tile.get_rect.Right)
                        {
                            animations.CurrentAnimation = Anims.Walk;
                            newpos.Y -= speed.Y * elapsed;
                            speed.Y = 0;
                            gravity = new Vector2();
                            jumping = false;
                            jumpSpeed = new Vector2();
                            canJump = true;
                            break;
                        }
                    }
                    if (tile.TileColission_Type == TileCollision.Impassable)
                    {
                        //RightCollision
                        if (tile.get_rect.X >= collisionrect.Right && newcollisionrect.Right > tile.get_rect.X)
                        {
                            if (newcollisionrect.Bottom > tile.get_rect.Y && newcollisionrect.Top < tile.get_rect.Bottom)
                            {
                                if (!pathfound)
                                    rundirection = StandardDirection.Left;
                                speed.X = 0;
                                //continue;
                            }
                        }
                        //LeftCollision
                        else if (collisionrect.Left > tile.get_rect.Right && newcollisionrect.Left <= tile.get_rect.Right)
                        {
                            if (newcollisionrect.Bottom >= tile.get_rect.Y && newcollisionrect.Top <= tile.get_rect.Bottom)
                            {
                                if (!pathfound)
                                    rundirection = StandardDirection.Right;
                                speed.X = 0;
                                //continue;

                            }
                        }
                        //UpCollision
                        else if (collisionrect.Y >= tile.get_rect.Bottom && newcollisionrect.Top < tile.get_rect.Bottom)
                        {
                            if (newcollisionrect.Right >= tile.get_rect.X && newcollisionrect.Left <= tile.get_rect.Right)
                            {
                                speed.Y *= -1;
                                jumping = false;
                                jumpSpeed = new Vector2();
                                continue;
                            }
                        }
                    }
                }

            }
        }
Beispiel #2
0
        /// <summary>
        /// Initializes the KillAnimation
        /// </summary>
        public void Kill(Quadtree quadtree,Matrix matrix)
        {
            alive = false;
            particleManager.SpawnPos = pos;
            //particleManager.UseTimedAlpha = true;
            //particleManager.Alpha = 1;
            DebugManager.AddItem("Enemy #" + myNumber + " killed", this.ToString(), new System.Diagnostics.StackTrace());
            particleManager.UseMinSpeed = true;
            particleManager.MinSpeed = new Vector2(300);
            if (speed.X < 0)
                particleManager.MaxSpeed = new Vector2(500, 500);
            else
                particleManager.MaxSpeed = new Vector2(-500, 500);
            Rectangle particlerect = new Rectangle((int)pos.X - 150, (int)pos.Y - 150, (int)pos.X + 300, (int)pos.Y + 300);
            List<Tile> collisions = quadtree.GetEnemyCollision(particlerect, numThread);
            Collisions = collisions;
            foreach (Tile collision in collisions)
                if (collision.TileColission_Type != TileCollision.Passable && collision.Standable)
                    particleManager.AddCollisionRect(collision.get_rect);
            particleManager.StartExplosion();
            wave.Enabled = true;

            wave.StartResetEffect();
            wave.CenterCoord = Vector2.Transform(pos, matrix);
            wave.Disortion = 0.1f;
            wave.DistortionChange = -0.2f;
            wave.RadiusChange = 0.5f;
            wave.SizeChange = 0f;
            wave.MaxRadius = 0.2f;
            wave.Size = 0.02f;
        }