Example #1
0
        /// <summary>
        /// Verifies if a specified entity can be used in the game.
        /// </summary>
        /// <param name="camera">Current game camera.</param>
        /// <param name="entity">The entity to be checked.</param>
        /// <returns>True if the entity can be used in the game, otherwise False.</returns>
        bool IsValidEntity(CameraInfo camera, GamePlayEntity entity)
        {
            const int maxDistanceSqr = 1000000;

            // Check the entity distance from the screen.
            var distance = entity.Position - camera.Position;

            if (distance.LengthSquared() > maxDistanceSqr)
            {
                RemoveEntity(entity);
                return(false);
            }

            return(true);
        }
 protected GameEntityBehavior(GamePlayEntity entity)
     : base(entity)
 {
 }
Example #3
0
 public EntityEventArgs(GamePlayEntity entity, GameTime gameTime, GamePlay level)
     : base(gameTime, level)
 {
     Entity = entity;
 }
Example #4
0
 /// <summary>
 /// Removes an entity from the game.
 /// </summary>
 /// <param name="entity">Entity to be removed.</param>
 public void RemoveEntity(GamePlayEntity entity)
 {
     _entities.Remove(entity);
 }
Example #5
0
 /// <summary>
 /// Adds an entity to the game.
 /// </summary>
 /// <param name="entity">Entity to be added.</param>
 public void AddEntity(GamePlayEntity entity)
 {
     _entities.Add(entity);
 }
Example #6
0
        /// <summary>
        /// Transfers energy from one entity to another.
        /// </summary>
        /// <param name="a">Entity A</param>
        /// <param name="b">Entity B</param>
        /// <param name="gameTime">Current game time.</param>
        void ResolveCollision(GamePlayEntity a, GamePlayEntity b, GameTime gameTime)
        {
            var aDirection = Vector2.Normalize(a.Momentum);
            var bDirection = Vector2.Normalize(b.Momentum);

            var normal = a.Position - b.Position;
            var dist   = normal;

            normal.Normalize();

            // Calculate relative velocity
            Vector2 rv = b.Momentum - a.Momentum;

            // Calculate relative velocity in terms of the normal direction
            float velAlongNormal = Vector2.Dot(rv, normal);

            // Do not resolve if velocities are separating
            if (velAlongNormal < 0)
            {
                return;
            }

            // Calculate restitution (bounciness)
            float e = MathHelper.Min(a.Restitution, b.Restitution);

            // Calculate impulse scalar
            float j = -(1 + e) * velAlongNormal;

            j /= 1 / a.Mass + 1 / b.Mass;

            #region Apply impulse
            Vector2 impulse = j * normal;
            a.ApplyForce(-impulse, instantaneous: true);
            b.ApplyForce(impulse, instantaneous: true);
            #endregion

            #region Apply Rotation
            if (velAlongNormal > 2)
            {
                var collisionPlane = new Vector2(-normal.Y, normal.X);

                if (a.Momentum != Vector2.Zero)
                {
                    var angle = Vector2.Dot(aDirection, collisionPlane);

                    if (!b.RotateToMomentum)
                    {
                        b.ApplyRotation(angle * -j * a.Mass / b.Mass, isAcceleration: false, instantaneous: true);
                    }
                }
                if (b.Momentum != Vector2.Zero)
                {
                    var angle = -Vector2.Dot(bDirection, collisionPlane);

                    if (!a.RotateToMomentum)
                    {
                        a.ApplyRotation(angle * -j * b.Mass / a.Mass, isAcceleration: false, instantaneous: true);
                    }
                }
            }
            #endregion

            #region Stops overlapping
            var distLength = dist.Length();
            if (distLength < 16)
            {
                a.Position += normal * (16 - distLength);
            }
            #endregion

            a.RaiseCollision(b, gameTime, this);
            b.RaiseCollision(a, gameTime, this);
        }
 public TouchControlBehavior(GamePlayEntity parent)
     : base(parent)
 {
 }
Example #8
0
 public EntityCollisionEventArgs(GamePlayEntity entity, GamePlayEntity collidedWith, GameTime gameTime, GamePlay level)
     : base(entity, gameTime, level)
 {
     CollidedWith = collidedWith;
 }