Example #1
0
            public void LeftCollision()
            {
                e1.Shape.Position = new Vec2F(0.1f, 0.1f);
                e2.Shape.Position = new Vec2F(0.05f, 0.1f);

                Assert.AreEqual(TaxiCollision.Collision(e1, e2), true);
            }
Example #2
0
            public void NoCollision()
            {
                e1.Shape.Position = new Vec2F(0.1f, 0.1f);
                e2.Shape.Position = new Vec2F(0.3f, 0.3f);

                Assert.AreEqual(TaxiCollision.Collision(e1, e2), false);
            }
Example #3
0
 /// <summary>
 /// Checks if the taxi has collided with the environment, whereby the game is over.
 /// </summary>
 private void ItterateLevelSprites()
 {
     level.LevelSprites.Iterate(delegate(Entity entity) {
         if (TaxiCollision.Collision(level.Player.Entity, entity))
         {
             GameOver();
             level.Player.Stall();
         }
     });
 }
Example #4
0
        /// <summary>
        /// Itterates over the different props and calls relevant methods.
        /// </summary>
        private void ItterateProps()
        {
            // since the player object keeps a platform, make sure it is null when airborn
            if (level.Player.InFlight)
            {
                level.Player.Platform = null;
            }
            foreach (Prop p in level.Props)
            {
                p.PropSprites.Iterate(delegate(Entity entity) {
                    if (TaxiCollision.Collision(level.Player.Entity, entity))
                    {
                        switch (p.GetPropType())
                        {
                        // if the player collides with a platform
                        case PropType.Platform:
                            var shape = level.Player.Entity.Shape;

                            // the taxi crashes if it lands at too much speed
                            if (shape.AsDynamicShape().Direction.Y < -0.003f)
                            {
                                GameOver();
                            }
                            // othwerwise the taxi is stopped, and moved a tiny bit
                            // above the platform to prevent further collsions
                            level.Player.Stall();
                            shape.Position.Y =
                                entity.Shape.Position.Y + entity.Shape.Extent.Y + 0.001f;
                            level.Player.Platform = (Platform)p;

                            if (level.Customer.Destination == (Platform)p)
                            {
                                NextCustomer();
                            }
                            break;

                        case PropType.Exit:
                            // if the current customer is airborn and the exit is reached
                            // go to the next level
                            if (level.Customer.InFlight && level.Customer.Destination == null)
                            {
                                NextCustomer();
                            }
                            else
                            {
                                GameOver();
                            }
                            break;
                        }
                    }
                });
            }
        }
Example #5
0
        /// <summary>
        /// Moves the customer towards the taxi if they are on the same platform.
        /// Then checks for a collision between the taxi and the player.
        /// Note that the customer is never moved when inside the taxi, instead
        /// the customer is simply made invisible.
        /// </summary>
        private void UpdateCustomer()
        {
            // if the customer is inside the taxi, none of this applies
            if (level.Customer.InFlight)
            {
                return;
            }
            // shorthand for public fields.
            var shapeC = level.Customer.Entity.Shape;
            var shapeP = level.Player.Entity;

            // if the taxi collides with the customer, make sure the taxi is static
            if (TaxiCollision.Collision(shapeP, level.Customer.Entity))
            {
                if (shapeP.Shape.AsDynamicShape().Direction.Y != 0f)
                {
                    GameOver();
                }
                else
                {
                    level.Customer.InFlight = true;
                }
            }
            // if the taxi is on the platform of a customer, move the customer towards the taxi
            if (level.Player.Platform == level.Customer.Platform)
            {
                var pos = shapeP.Shape.Position.X;
                if (pos > shapeC.Position.X)
                {
                    shapeC.Position.X += 0.002f;
                }
                else
                {
                    shapeC.Position.X -= 0.002f;
                }
            }
        }