//[CollidingBottom (Void)]
 //This function checks if the object is colliding with the bottom side of the desired object.
 protected virtual bool CollidingBottom(Object2D obj)
 {
     return(Hitbox.Top + Velocity.Y < obj.Hitbox.Bottom &&
            Hitbox.Bottom > obj.Hitbox.Bottom &&
            Hitbox.Right > obj.Hitbox.Left &&
            Hitbox.Left < obj.Hitbox.Right);
 }
 //[CollidingTop (Void)]
 //This function checks if the object is colliding with the top side of the desired object.
 protected virtual bool CollidingTop(Object2D obj)
 {
     return(Hitbox.Bottom + Velocity.Y > obj.Hitbox.Top &&
            Hitbox.Top < obj.Hitbox.Top &&
            Hitbox.Right > obj.Hitbox.Left &&
            Hitbox.Left < obj.Hitbox.Right);
 }
 //[CollidingRight (Void)]
 //This function checks if the object is colliding with the right side of the desired object.
 protected virtual bool CollidingRight(Object2D obj)
 {
     return(Hitbox.Left + Velocity.X < obj.Hitbox.Right &&
            Hitbox.Right > obj.Hitbox.Right &&
            Hitbox.Bottom > obj.Hitbox.Top &&
            Hitbox.Top < obj.Hitbox.Bottom);
 }
        //[Collision Functions (Void)]
        //All of these functions are used for collision handling.
        //They all require a Object2D object to be used.
        //They can all be overrided.

        //[Colliding (Void)]
        //This function checks if the object is colliding with the desired object.
        //This function activates from any side.
        protected virtual bool Colliding(Object2D obj)
        {
            return(Hitbox.Intersects(obj.Hitbox));
        }
Example #5
0
        public static float ObjectHeight(Object2D obj)
        {
            Vector2 objSize = obj.sprite.GetSpriteSize();

            return(objSize.Y * obj.sprite.Scale.Y);
        }
Example #6
0
        public static float ObjectWidth(Object2D obj)
        {
            Vector2 objSize = obj.sprite.GetSpriteSize();

            return(objSize.X * obj.sprite.Scale.X);
        }