/// <summary> /// Returns true if projectile is still alive /// </summary> /// <param name="gameTime"></param> /// <returns>True if projectile is still alive</returns> public bool Update(GameTime gameTime, Map map, ParticleTools particleTools) { offset += (float)gameTime.ElapsedGameTime.TotalMilliseconds * ProjectileSpeed; TileInfo.SideType direction = TileInfo.FromFacing(horizontalDirection, verticalDirection); Rectangle rectangle = CollisionRectangle; List <CollisionTile> collidingTiles = map.GetCollidingTiles(rectangle, direction); for (int i = 0; i < collidingTiles.Count; i++) { TileInfo.SideType side = TileInfo.OppositeSide(direction); GameUnit perpendicularPosition = TileInfo.Vertical(side) ? rectangle.Center.X : rectangle.Center.Y; GameUnit leadingPosition = rectangle.Side(direction); bool shouldTestSlopes = true; TestCollisionInfo testInfo = collidingTiles[i].TestCollision(side, perpendicularPosition, leadingPosition, shouldTestSlopes); if (testInfo.isColliding) { GameUnit collisionX; if (TileInfo.Vertical(side)) { collisionX = perpendicularPosition; } else { collisionX = testInfo.position; } GameUnit collisionY; if (TileInfo.Vertical(side)) { collisionY = testInfo.position; } else { collisionY = perpendicularPosition; } particleTools.FrontSystem.AddNewParticle(ProjectileWallParticle.Create(particleTools.Content, collisionX - Units.HalfTile, collisionY - Units.HalfTile)); return(false); } } if (!alive) { return(false); } else if (offset >= ProjectileMaxOffsets[gunLevel - 1]) { particleTools.FrontSystem.AddNewParticle(ProjectileStarParticle.Create(particleTools.Content, X, Y)); return(false); } else { return(true); } }
/// <summary> /// /// </summary> /// <param name="side">The side of the tile that is being collided with</param> /// <param name="perpendicularPosition">The position on the tile on the opposite axis of side</param> /// <param name="leadingPosition">Position of the leading edge of the colliding entity</param> /// <param name="shouldTestSlopes">whether slopes should be considered for collision</param> /// <returns> /// isColliding is true if there was a collision /// Returns the position of the collision on the same axis of side /// </returns> public TestCollisionInfo TestCollision(TileInfo.SideType side, GameUnit perpendicularPosition, GameUnit leadingPosition, bool shouldTestSlopes) { TestCollisionInfo info = new TestCollisionInfo(false, leadingPosition); if (tileType[(int)TileInfo.TileFlag.Wall]) { info.isColliding = true; if (side == TileInfo.SideType.TopSide) { info.position = Units.TileToGame(row); } else if (side == TileInfo.SideType.BottomSide) { info.position = Units.TileToGame(row + 1); } else if (side == TileInfo.SideType.LeftSide) { info.position = Units.TileToGame(col); } else { info.position = Units.TileToGame(col + 1); } } else if (shouldTestSlopes && tileType[(int)TileInfo.TileFlag.Slope] && !tileType[(int)TileInfo.SlopeFlagFromSide(side)]) { GameUnit row = Units.TileToGame(this.row); GameUnit col = Units.TileToGame(this.col); float slope = GetSlope(tileType); GameUnit offset = GetOffset(tileType); GameUnit calculatedPosition = TileInfo.Vertical(side) ? slope * (perpendicularPosition - col) + offset + row : (perpendicularPosition - row - offset) / slope + col; bool isColliding = TileInfo.IsMax(side) ? leadingPosition <= calculatedPosition : leadingPosition >= calculatedPosition; info.isColliding = isColliding; info.position = calculatedPosition; } return(info); }
CollisionInfo?TestMapStickyCollision(Map map, Rectangle rectangle, TileInfo.SideType direction, BitArray maybeGroundTile) { List <CollisionTile> tiles = map.GetCollidingTiles(rectangle, direction); for (int i = 0; i < tiles.Count; i++) { TileInfo.SideType side = TileInfo.OppositeSide(direction); GameUnit perpendicularPosition; if (TileInfo.Vertical(side)) { perpendicularPosition = rectangle.Center.X; } else { perpendicularPosition = rectangle.Center.Y; } GameUnit leadingPosition = rectangle.Side(direction); bool shouldTestSlopes = TileInfo.Vertical(side); TestCollisionInfo testInfo = tiles[i].TestCollision(side, perpendicularPosition, leadingPosition, shouldTestSlopes); if (testInfo.isColliding) { CollisionInfo info = new CollisionInfo(testInfo.position, tiles[i].Position, tiles[i].TileType); return(info); } else if (maybeGroundTile != null && direction == TileInfo.SideType.BottomSide) { BitArray tallSlope = TileInfo.CreateTileType(); tallSlope.Set((int)TileInfo.TileFlag.Slope, true); tallSlope.Set((int)TileInfo.TileFlag.TallSlope, true); if ((maybeGroundTile[(int)TileInfo.TileFlag.Slope] && tiles[i].TileType[(int)TileInfo.TileFlag.Slope]) || (maybeGroundTile[(int)TileInfo.TileFlag.Wall] && (tallSlope.And(tiles[i].TileType).Equals(tallSlope)))) { CollisionInfo info = new CollisionInfo(testInfo.position, tiles[i].Position, tiles[i].TileType); return(info); } } } return(null); }
CollisionInfo?TestMapBouncingCollision(Map map, Rectangle rectangle, TileInfo.SideType direction, BitArray maybeGroundTile) { List <CollisionTile> tiles = map.GetCollidingTiles(rectangle, direction); CollisionInfo? result = null; for (int i = 0; i < tiles.Count; i++) { TileInfo.SideType side = TileInfo.OppositeSide(direction); GameUnit perpendicularPosition; if (TileInfo.Vertical(side)) { perpendicularPosition = rectangle.Center.X; } else { perpendicularPosition = rectangle.Center.Y; } GameUnit leadingPosition = rectangle.Side(direction); bool shouldTestSlopes = TileInfo.Vertical(side); TestCollisionInfo testInfo = tiles[i].TestCollision(side, perpendicularPosition, leadingPosition, shouldTestSlopes); if (testInfo.isColliding) { bool shouldReplaceResult = true; if (result.HasValue) { shouldReplaceResult = TileInfo.IsMin(side) ? testInfo.position <result.Value.position : testInfo.position> result.Value.position; } if (shouldReplaceResult) { CollisionInfo info = new CollisionInfo(testInfo.position, tiles[i].Position, tiles[i].TileType); result = info; } } } return(result); }
/// <summary> /// /// </summary> /// <param name="side">The side of the tile that is being collided with</param> /// <param name="perpendicularPosition">The position on the tile on the opposite axis of side</param> /// <param name="leadingPosition">Position of the leading edge of the colliding entity</param> /// <param name="shouldTestSlopes">whether slopes should be considered for collision</param> /// <returns> /// isColliding is true if there was a collision /// Returns the position of the collision on the same axis of side /// </returns> public TestCollisionInfo TestCollision(TileInfo.SideType side, GameUnit perpendicularPosition, GameUnit leadingPosition, bool shouldTestSlopes) { TestCollisionInfo info = new TestCollisionInfo(false, leadingPosition); if (tileType[(int)TileInfo.TileFlag.Wall]) { info.isColliding = true; if (side == TileInfo.SideType.TopSide) { info.position = Units.TileToGame(row); } else if (side == TileInfo.SideType.BottomSide) { info.position = Units.TileToGame(row + 1); } else if (side == TileInfo.SideType.LeftSide) { info.position = Units.TileToGame(col); } else { info.position = Units.TileToGame(col + 1); } } else if (shouldTestSlopes && tileType[(int)TileInfo.TileFlag.Slope] && !tileType[(int)TileInfo.SlopeFlagFromSide(side)]) { GameUnit row = Units.TileToGame(this.row); GameUnit col = Units.TileToGame(this.col); float slope = GetSlope(tileType); GameUnit offset = GetOffset(tileType); GameUnit calculatedPosition = TileInfo.Vertical(side) ? slope * (perpendicularPosition - col) + offset + row : (perpendicularPosition - row - offset) / slope + col; bool isColliding = TileInfo.IsMax(side) ? leadingPosition <= calculatedPosition : leadingPosition >= calculatedPosition; info.isColliding = isColliding; info.position = calculatedPosition; } return info; }