Beispiel #1
0
        /// <summary>
        /// Performs a collision test for two polygons.
        /// </summary>
        /// <param name="p1">Polygon 1</param>
        /// <param name="p2">Polygon 2</param>
        /// <returns>true if a collision</returns>
        public bool Test(Polygon p1, Polygon p2)
        {
            poly1 = null;
            poly2 = null;
            depth = 0;

            // Symmetrical search for an edge that segments the two...
            if (!TestLR(p1, p2))
                return false;

            if (!TestLR(p2, p1))
                return false;

            // We know we have a collision.  Determine the vertex and edge that
            // are involved.
            p1inp2 = true;
            if (!TestVE(p1, p2))
            {
                if(!TestVE(p2, p1))
                    return false;

                p1inp2 = false;
            }

            if (poly1 == null || depth == 0)
            {
                // No actual collision...
                return false;
            }

            return true;
        }
Beispiel #2
0
        /// <summary>
        /// Test of all vertices in p1 against all edges in p2.
        /// This is looking for a vertex in c1 that is inside c2, a 
        /// symmetrical problem to the above tests.
        /// </summary>
        /// <param name="p1">Polygon 1</param>
        /// <param name="p2">Polygon 2</param>
        /// <returns>true if the collision point was found.</returns>
        private bool TestVE(Polygon p1, Polygon p2)
        {
            List<Vector2> v1 = p1.Vertices;
            List<Vector2> v2 = p2.Vertices;

            //
            // Loop over all of the vertices.
            // We are looking for the one vertex that
            // is most deeply embedded in the object.
            //

            bool anyVert = false;                   // Until we know
            float bestVertR = 0.0f;                 // Looking for deepest, so start low
            Vector2 bestVertN = new Vector2();      // Best intersection normal

            foreach (Vector2 v1a in v1)
            {
                bool possible = true;               // Candidate vertex

                //
                // Loop over all of the edges. Is this vertex contained by all?
                //

                // Last vertex in v2
                Vector2 v2a = (Vector2)v2[v2.Count - 1];

                float bestR = 1e10f;                // Least penetration for this vertex
                Vector2 bestN = new Vector2();      // Best intersection normal

                foreach (Vector2 v2b in v2)
                {
                    // Compute the edge line function
                    float a = v2a.Y - v2b.Y;
                    float b = v2b.X - v2a.X;

                    // Normalize these values
                    float len = (float)Math.Sqrt(a * a + b * b);
                    a /= len;
                    b /= len;

                    // Compute c and r...
                    float c = -a * v2a.X - b * v2a.Y;
                    float r = a * v1a.X + b * v1a.Y + c;

                    // If r <= zero, we're on the inside side of the line.
                    if (r > 0)
                    {
                        possible = false;
                        break;
                    }
                    else if (-r < bestR)
                    {
                        bestR = -r;
                        bestN.X = a;
                        bestN.Y = b;
                    }

                    // Make this the end point for the next pass
                    v2a = v2b;
                }

                // The possibility this vertex is inside never got cleared.
                // It must be actually inside.
                if (possible && bestR > bestVertR)
                {
                    bestVertN = bestN;
                    bestVertR = bestR;
                    anyVert = true;
                }

            }

            if (anyVert)
            {
                poly1 = p1;
                poly2 = p2;
                n = bestVertN;
                depth = bestVertR;
                return true;
            }

            // If no penetrating vertex is found.
            return false;
        }
Beispiel #3
0
        // Test of all vertices in c1 against all edges in c2.
        // Returns false if there is an edge that separates the two
        // True simply means potential for an overlap
        private bool TestLR(Polygon p1, Polygon p2)
        {
            List<Vector2> v1 = p1.Vertices;
            List<Vector2> v2 = p2.Vertices;

            // Last vertex in v2
            Vector2 v2a = (Vector2)v2[v2.Count - 1];
            int cnt2 = 0;       // Edge counter

            foreach (Vector2 v2b in v2)
            {
                // Compute the edge line function
                float a = v2a.Y - v2b.Y;
                float b = v2b.X - v2a.X;
                float c = -a * v2a.X - b * v2a.Y;

                bool possible = true;
                int cnt1 = 0;           // Vertex counter
                foreach (Vector2 v1a in v1)
                {
                    float r = a * v1a.X + b * v1a.Y + c;

                    // If r <= zero, we're on the wrong side of the line.
                    // This can't be a separator line.
                    if (r <= 0)
                    {
                        possible = false;
                        break;
                    }

                    cnt1++;
                }

                // If the possibility that this is a separator line never got cleared,
                // it just me one.
                if (possible)
                {
                    // We have a separator line.  This is our witness, save it
                    return false;
                }

                // Make this the end point for the next pass
                v2a = v2b;
                cnt2++;
            }

            // If no separating edges have been found, we potentially have an overlap
            return true;
        }
Beispiel #4
0
        public Game()
        {
            InitializeComponent();

            if (!InitializeDirect3D())
                return;

            vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex
                                        4,      // How many
                                        device, // What device
                                        0,      // No special usage
                                        CustomVertex.PositionColored.Format,
                                        Pool.Managed);

            background = new Background(device, playingW, playingH);

            score = new Score(device);

            lives = new Lives(device);
            lives.lives_number = 3;

            game_over = new GameOver(device);

            //create the font
            font = new Microsoft.DirectX.Direct3D.Font(device,  // Device we are drawing on
                20,         // Font height in pixels
                0,          // Font width in pixels or zero to match height
                FontWeight.Bold,    // Font weight (Normal, Bold, etc.)
                0,          // mip levels (0 for default)
                false,      // italics?
                CharacterSet.Default,   // Character set to use
                Precision.Default,      // The font precision, try some of them...
                FontQuality.Default,    // Quality?
                PitchAndFamily.FamilyDoNotCare,     // Pitch and family, we don't care
                "Arial");               // And the name of the font

            // Determine the last time
            stopwatch.Start();
            lastTime = stopwatch.ElapsedMilliseconds;

            Polygon floor = new Polygon();
            floor.AddVertex(new Vector2(0, 1));
            floor.AddVertex(new Vector2(playingW, 1));
            floor.AddVertex(new Vector2(playingW, 0.9f));
            floor.AddVertex(new Vector2(0, 0.9f));
            floor.Color = Color.CornflowerBlue;
            world.Add(floor);

            AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson);
            AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral);
            AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood);
            AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff);
            AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate);

            Platform platform = new Platform();
            platform.AddVertex(new Vector2(3.2f, 2));
            platform.AddVertex(new Vector2(3.9f, 2));
            platform.AddVertex(new Vector2(3.9f, 1.8f));
            platform.AddVertex(new Vector2(3.2f, 1.8f));
            platform.Color = Color.CornflowerBlue;
            world.Add(platform);

            Texture texture = TextureLoader.FromFile(device, "../../stone08.bmp");
            PolygonTextured pt = new PolygonTextured();
            pt.Tex = texture;
            pt.AddVertex(new Vector2(1.2f, 3.5f));
            pt.AddTex(new Vector2(0, 1));
            pt.AddVertex(new Vector2(1.9f, 3.5f));
            pt.AddTex(new Vector2(0, 0));
            pt.AddVertex(new Vector2(1.9f, 3.3f));
            pt.AddTex(new Vector2(1, 0));
            pt.AddVertex(new Vector2(1.2f, 3.3f));
            pt.AddTex(new Vector2(1, 1));
            pt.Color = Color.Transparent;
            world.Add(pt);

            Texture spritetexture = TextureLoader.FromFile(device, "../../guy8.bmp");
            player.P = new Vector2(0.5f, 1);
            player.Tex = spritetexture;
            player.Transparent = true;
            player.AddVertex(new Vector2(-0.2f, 0));
            player.AddTex(new Vector2(0, 1));
            player.AddVertex(new Vector2(-0.2f, 1));
            player.AddTex(new Vector2(0, 0));
            player.AddVertex(new Vector2(0.2f, 1));
            player.AddTex(new Vector2(0.125f, 0));
            player.AddVertex(new Vector2(0.2f, 0));
            player.AddTex(new Vector2(0.125f, 1));
            player.Color = Color.Transparent;

            stood = true;
        }
Beispiel #5
0
 public void AddObstacle(float left, float right, float bottom, float top, Color color)
 {
     Polygon newpoly = new Polygon();
     newpoly.AddVertex(new Vector2(left, bottom));
     newpoly.AddVertex(new Vector2(left, top));
     newpoly.AddVertex(new Vector2(right, top));
     newpoly.AddVertex(new Vector2(right, bottom));
     newpoly.Color = color;
     world.Add(newpoly);
 }
Beispiel #6
0
        //constructor
        public Game()
        {
            InitializeComponent();

            if (!InitializeDirect3D())
            {
                return;
            }

            font = new Microsoft.DirectX.Direct3D.Font(device,                         // Device we are drawing on
                                                       20,                             // Font height in pixels
                                                       0,                              // Font width in pixels or zero to match height
                                                       FontWeight.Bold,                // Font weight (Normal, Bold, etc.)
                                                       0,                              // mip levels (0 for default)
                                                       false,                          // italics?
                                                       CharacterSet.Default,           // Character set to use
                                                       Precision.Default,              // The font precision, try some of them...
                                                       FontQuality.Default,            // Quality?
                                                       PitchAndFamily.FamilyDoNotCare, // Pitch and family, we don't care
                                                       "Arial");                       // And the name of the font


            vertices = new VertexBuffer(typeof(CustomVertex.PositionColored), // Type of vertex
                                        4,                                    // How many
                                        device,                               // What device
                                        0,                                    // No special usage
                                        CustomVertex.PositionColored.Format,
                                        Pool.Managed);

            background = new Background(device, playingW, playingH);
            // Determine the last time
            stopwatch.Start();
            lastTime = stopwatch.ElapsedMilliseconds;


            Polygon floor = new Polygon();

            floor.AddVertex(new Vector2(0, 1));
            floor.AddVertex(new Vector2(playingW, 1));
            floor.AddVertex(new Vector2(playingW, 0.9f));
            floor.AddVertex(new Vector2(0, 0.9f));
            floor.Color = Color.CornflowerBlue;
            world.Add(floor);

            AddObstacle(2, 3, 1.7f, 1.9f, Color.Crimson);
            AddObstacle(4, 4.2f, 1, 2.1f, Color.Coral);
            AddObstacle(5, 6, 2.2f, 2.4f, Color.BurlyWood);
            AddObstacle(5.5f, 6.5f, 3.2f, 3.4f, Color.PeachPuff);
            AddObstacle(6.5f, 7.5f, 2.5f, 2.7f, Color.Chocolate);


            //create a platform
            AddPlatform(3.2f, 3.9f, 1.8f, 2, Color.CornflowerBlue);


            //load the texture and create an object
            Texture texture = TextureLoader.FromFile(device, "../../../stone08.bmp");

            AddTexture(1.2f, 1.9f, 3.3f, 3.5f, Color.Transparent, texture, 0, 1, 0, 1);

            Texture spritetexture = TextureLoader.FromFile(device, "../../../guy8.bmp");

            player.Tex = spritetexture;
            player.AddVertex(new Vector2(-0.2f, 0));
            player.AddTex(new Vector2(0, 1));
            player.AddVertex(new Vector2(-0.2f, 1));
            player.AddTex(new Vector2(0, 0));
            player.AddVertex(new Vector2(0.2f, 1));
            player.AddTex(new Vector2(0.125f, 0));
            player.AddVertex(new Vector2(0.2f, 0));
            player.AddTex(new Vector2(0.125f, 1));
            player.Color       = Color.Transparent;
            player.Transparent = true;
            player.P           = new Vector2(0.5f, 1);

            AddNgon();
        }