Example #1
0
        public virtual void HandleCollisions(CVGameTime gameTime)
        {
            if (this.WorldPosition.Y > Game.iScreenModelWidth && IsDying == false)
            {
                Die(gameTime);
            }

            Rectangle actorbounds = this.BoundingBox();

            bool wasonground = this.IsOnGround;

            // get nearest tile below player.
            this.IsOnGround = false;

            int leftTile   = (int)Math.Floor((float)actorbounds.Left / CurrentStage.TileWidth);
            int rightTile  = (int)Math.Ceiling(((float)actorbounds.Right / CurrentStage.TileWidth)) - 1;
            int topTile    = (int)Math.Floor((float)actorbounds.Top / CurrentStage.TileHeight);
            int bottomTile = (int)Math.Ceiling(((float)actorbounds.Bottom / CurrentStage.TileHeight)) - 1;

            // For each potentially colliding platform tile,
            for (int y = topTile; y <= bottomTile; ++y)
            {
                for (int x = leftTile; x <= rightTile; ++x)
                {
                    StageTile stageTile = CurrentStage.getStageTileByGridPosition(x, y);
                    if (stageTile != null)
                    {
                        if (stageTile.IsImpassable())
                        {
                            Rectangle tilebounds = CurrentStage.getTileBoundsByGridPosition(x, y);
                            Vector2   depth      = RectangleExtensions.GetIntersectionDepth(actorbounds, tilebounds);

                            if (actorbounds.Intersects(tilebounds))
                            {
                                WorldPosition = new Vector2(WorldPosition.X + depth.X, WorldPosition.Y);
                                actorbounds   = this.BoundingBox();
                            }
                        }

                        else if (stageTile.IsPlatform() && y == bottomTile)
                        {
                            List <Platform> tileboundsList = CurrentStage.getTilePlatformBoundsByGridPosition(x, bottomTile);
                            foreach (Platform platformbounds in tileboundsList)
                            {
                                Rectangle tilebounds = platformbounds.PlatformBounds;
                                Vector2   depth      = RectangleExtensions.GetIntersectionDepth(actorbounds, tilebounds);


                                if (this.PreviousBottom <= tilebounds.Top && Velocity.Y >= 0 && actorbounds.Intersects(tilebounds))
                                //if (Velocity.Y >= 0 && (depth.Y < 0)) // || this.IgnoreNextPlatform))
                                {
                                    this.IsOnGround     = true;
                                    this.JumpInProgress = false;
                                    //this.Velocity.X = 0f;

                                    this.WorldPosition.Y += depth.Y;
                                    // perform further collisions with the new bounds
                                    actorbounds = this.BoundingBox();
                                }
                            }
                        }
                    }
                }
            }

            if (wasonground && !IsOnGround)
            {
                Velocity.Y = 0;
            }

            this.PreviousBottom = actorbounds.Bottom;
        }
        public override void Move(CVGameTime gameTime)
        {
            Vector2 proposedPosition;

            if (Velocity.X > 0)
            {
                proposedPosition = new Vector2(WorldPosition.X + BoundingBox().Width * 0.9f, WorldPosition.Y);
            }
            else if (Velocity.X < 0)
            {
                proposedPosition = new Vector2(WorldPosition.X - BoundingBox().Width * 0.9f, WorldPosition.Y);
            }
            else
            {
                proposedPosition = WorldPosition;
            }
            // simulate gravity to determine if proposed position would collide with platform tile or not.
            // otherwise
            proposedPosition.Y += 1;

            Rectangle proposedbounds   = this.BoundingBox(proposedPosition);
            bool      bChangeDirection = false;

            bool bWouldBeOnGround = false;

            int leftTile   = (int)Math.Floor((float)proposedbounds.Left / CurrentStage.TileWidth);
            int rightTile  = (int)Math.Ceiling(((float)proposedbounds.Right / CurrentStage.TileWidth)) - 1;
            int topTile    = (int)Math.Floor((float)proposedbounds.Top / CurrentStage.TileHeight);
            int bottomTile = (int)Math.Ceiling(((float)proposedbounds.Bottom / CurrentStage.TileHeight)) - 1;

            // For each potentially colliding platform tile,
            for (int y = topTile; y <= bottomTile; ++y)
            {
                for (int x = leftTile; x <= rightTile; ++x)
                {
                    StageTile stageTile = CurrentStage.getStageTileByGridPosition(x, y);
                    if (stageTile != null)
                    {
                        if (stageTile.IsImpassable())
                        {
                            // bump into wall- reverse direction
                            Rectangle tilebounds = CurrentStage.getTileBoundsByGridPosition(x, y);
                            if (proposedbounds.Intersects(tilebounds))
                            {
                                bChangeDirection = true;
                            }
                        }

                        if (stageTile.IsPlatform() && y == bottomTile)
                        {
                            List <Platform> tileboundsList = CurrentStage.getTilePlatformBoundsByGridPosition(x, bottomTile);

                            foreach (Platform platformbounds in tileboundsList)
                            {
                                Rectangle tilebounds = platformbounds.PlatformBounds;
                                if (proposedbounds.Bottom >= tilebounds.Top && proposedbounds.Intersects(tilebounds))
                                {
                                    bWouldBeOnGround = true;
                                }
                            }
                        }
                    }
                }
            }
            if (bChangeDirection)
            {
                ChangeDirection();
            }
            else if (bWouldBeOnGround == false)
            {
                ChangeDirection();
            }
            else if (this.direction == Player.PlayerDirection.Left)
            {
                Velocity.X = -EnemyMoveSpeed;
            }
            else if (this.direction == Player.PlayerDirection.Right)
            {
                Velocity.X = EnemyMoveSpeed;
            }
        }