private void CheckForCollision(IMoveableBody c, Rectangle s)
        {
            if (IsTouchingRight(c, s))
            {
                float distanceX = c.Rectangle.Left - s.Right;
                c.Velocity = new Vector2(-distanceX, c.Velocity.Y);

                //c.Velocity = new Vector2(0, c.Velocity.Y);
                //c.Position = new Vector2(c.Position.X - distanceX, c.Position.Y);
            }
            else if (IsTouchingLeft(c, s))
            {
                float distanceX = s.Left - c.Rectangle.Right;
                c.Velocity = new Vector2(distanceX, c.Velocity.Y);

                //c.Velocity = new Vector2(0, c.Velocity.Y);
                //c.Position = new Vector2(c.Position.X + distanceX, c.Position.Y);
            }
            if (IsTouchingBottom(c, s))
            {
                float distanceY = c.Rectangle.Top - s.Bottom;
                c.Velocity = new Vector2(c.Velocity.X, -distanceY);

                //c.Velocity = new Vector2(c.Velocity.X, 0);
                //c.Position = new Vector2(c.Position.X, c.Position.Y - distanceY);
            }
            if (IsTouchingTop(c, s))
            {
                float distanceY = s.Top - c.Rectangle.Bottom;
                c.Velocity = new Vector2(c.Velocity.X, distanceY);

                //c.Velocity = new Vector2(c.Velocity.X, 0);
                //c.Position = new Vector2(c.Position.X, c.Position.Y + distanceY);
            }
        }
 private bool IsTouchingBottom(IMoveableBody c, Rectangle r)
 {
     return(c.Rectangle.Top + c.Velocity.Y < r.Bottom &&
            c.Rectangle.Bottom > r.Bottom &&
            c.Rectangle.Right > r.Left &&
            c.Rectangle.Left < r.Right);
 }
 private bool IsTouchingRight(IMoveableBody c, Rectangle r)
 {
     return(c.Rectangle.Left + c.Velocity.X < r.Right &&
            c.Rectangle.Right > r.Right &&
            c.Rectangle.Bottom > r.Top &&
            c.Rectangle.Top < r.Bottom);
 }
 private bool IsTouchingTop(IMoveableBody c, Rectangle r)
 {
     return(c.Rectangle.Bottom + c.Velocity.Y > r.Top &&
            c.Rectangle.Top < r.Top &&
            c.Rectangle.Right > r.Left &&
            c.Rectangle.Left < r.Right);
 }
        private void CheckForCollisionAndLoseHeart(IMoveableBody c, Rectangle s)
        {
            bool touchingAnything = false;

            if (IsTouchingRight(c, s))
            {
                float distanceX = c.Rectangle.Left - s.Right;
                c.Velocity       = new Vector2(-distanceX, c.Velocity.Y);
                touchingAnything = true;
            }
            else if (IsTouchingLeft(c, s))
            {
                float distanceX = s.Left - c.Rectangle.Right;
                c.Velocity       = new Vector2(distanceX, c.Velocity.Y);
                touchingAnything = true;
            }
            if (IsTouchingBottom(c, s))
            {
                float distanceY = c.Rectangle.Top - s.Bottom;
                c.Velocity       = new Vector2(c.Velocity.X, -distanceY);
                touchingAnything = true;
            }
            if (IsTouchingTop(c, s))
            {
                float distanceY = s.Top - c.Rectangle.Bottom;
                c.Velocity       = new Vector2(c.Velocity.X, distanceY);
                touchingAnything = true;
            }
            if (touchingAnything)
            {
                c.LoseHeart();
            }
        }
 public void DeleteBody(IMoveableBody c)
 {
     if (moveableBodies.Contains(c))
     {
         moveableBodies.Remove(c);
     }
     else
     {
         throw new ArgumentException("Body not found");
     }
 }
 private void UpdateBodyState(IMoveableBody c)
 {
     if (c.MoveableBodyState == MoveableBodyStates.Attacking)
     {
         return;
     }
     if (c.Velocity.X > 0 && c.Velocity.Y != 0)
     {
         c.MoveableBodyState = MoveableBodyStates.InAirRight;
     }
     else if (c.Velocity.X < 0 && c.Velocity.Y != 0)
     {
         c.MoveableBodyState = MoveableBodyStates.InAirLeft;
     }
     else if (c.Velocity.Y != 0)
     {
         c.MoveableBodyState = MoveableBodyStates.InAir;
     }
     else if (c.Velocity.X > 0)
     {
         if (CollisionManager.InAir(c))
         {
             c.MoveableBodyState = MoveableBodyStates.InAirRight;
         }
         else if (c.MoveableBodyState != MoveableBodyStates.Attacking)
         {
             c.MoveableBodyState = MoveableBodyStates.WalkRight;
         }
     }
     else if (c.Velocity.X < 0)
     {
         if (CollisionManager.InAir(c))
         {
             c.MoveableBodyState = MoveableBodyStates.InAirLeft;
         }
         else if (c.MoveableBodyState != MoveableBodyStates.Attacking)
         {
             c.MoveableBodyState = MoveableBodyStates.WalkLeft;
         }
     }
     else
     {
         if (CollisionManager.InAir(c))
         {
             c.MoveableBodyState = MoveableBodyStates.InAir;
         }
         else
         {
             c.MoveableBodyState = MoveableBodyStates.Idle;
         }
     }
 }
 private void MoveBody(IMoveableBody c)
 {
     c.Position += c.Velocity;
     if (c.Velocity.X > 0)
     {
         c.Velocity = new Vector2(c.Velocity.X - 1f, c.Velocity.Y);
         if (c.Velocity.X < 0)
         {
             c.Velocity = new Vector2(0, c.Velocity.Y);
         }
     }
     else if (c.Velocity.X < 0)
     {
         c.Velocity = new Vector2(c.Velocity.X + 1f, c.Velocity.Y);
         if (c.Velocity.X > 0)
         {
             c.Velocity = new Vector2(0, c.Velocity.Y);
         }
     }
 }
        public bool InAir(IMoveableBody c)
        {
            Rectangle collidableEnlarged = new Rectangle(
                (int)c.Position.X,
                (int)c.Position.Y,
                (int)c.Size.X,
                (int)c.Size.Y + 1);

            foreach (var s in staticBodies)
            {
                if (collidableEnlarged.Intersects(s))
                {
                    return(false);
                }
            }
            foreach (var spike in staticSpikes)
            {
                if (collidableEnlarged.Intersects(spike))
                {
                    return(false);
                }
            }
            return(true);
        }
 private bool CheckForCollision(IMoveableBody c, IMoveableBody c2)
 {
     return(c.Rectangle.Intersects(c2.Rectangle));
 }
 public void AddMoveableBody(IMoveableBody c)
 {
     moveableBodies.Add(c);
 }
 private void ApplyDownForce(IMoveableBody c, float downForce)
 {
     c.Velocity = new Vector2(c.Velocity.X, c.Velocity.Y + downForce);
 }