Example #1
0
        public static void CollisionCheck(ref SquareFace SF, int index)
        {
            float push = 0.1f;

            //check collisions with all other squarefaces - expensive!
            for (int g = 0; g < Size; g++)
            {
                if (index == g)
                {
                    continue;
                }                             //skip self intersection check

                if (SF.Face[0].Intersects(SquareFaces[g].Face[0]))
                {
                    //push left/right
                    if (SF.Position.X < SquareFaces[g].Position.X)
                    {
                        SF.Position.X -= push;
                    }
                    else
                    {
                        SF.Position.X += push;
                    }
                    //push up/down
                    if (SF.Position.Y < SquareFaces[g].Position.Y)
                    {
                        SF.Position.Y -= push;
                    }
                    else
                    {
                        SF.Position.Y += push;
                    }
                }
            }
        }
Example #2
0
 public static void Update()
 {
     for (int i = 0; i < Size; i++)
     {
         SquareFace SF = SquareFaces[i];
         Animate(ref SF);
         CollisionCheck(ref SF, i);
         SquareFaces[i] = SF;
     }
 }
        public static void Animate(ref SquareFace SF)
        {
            //apply gravity
            SF.Velocity.Y += Gravity.Y;
            SF.Velocity.X += Gravity.X;

            //apply physics
            SF.Velocity.X *= 0.90f;
            SF.Velocity.Y *= 0.90f;

            //apply velocity to position
            SF.Position.X += SF.Velocity.X;
            SF.Position.Y += SF.Velocity.Y;

            //animate position
            SF.Timeline++;
            if (SF.Timeline == 10)
            {
                SF.Position.Y--;
            }
            else if (SF.Timeline == 20)
            {
                SF.Position.Y++;
            }
            else if (SF.Timeline >= 30)
            {
                SF.Timeline    = 0;
                SF.Velocity.X += Data.Rand.Next(-2, 3);
            }

            //place skin and eyes at location
            SF.Face[0] = new Rectangle((int)SF.Position.X + 0, (int)SF.Position.Y + 0, SF.FaceSize.X, SF.FaceSize.Y);
            SF.Face[1] = new Rectangle((int)SF.Position.X + 2, (int)SF.Position.Y + 4, SF.EyeSize.X, SF.EyeSize.Y);
            SF.Face[2] = new Rectangle((int)SF.Position.X + 8, (int)SF.Position.Y + 4, SF.EyeSize.X, SF.EyeSize.Y);
            SF.Face[3] = new Rectangle((int)SF.Position.X - 3, (int)SF.Position.Y + SF.FaceSize.Y, SF.FaceSize.X + 6, 2);
            SF.Face[4] = new Rectangle((int)SF.Position.X + 2, (int)SF.Position.Y - 2, 8, 3); //hat

            //sort back to front
            SF.Layer = 1.00000f - ((SF.Position.Y + SF.FaceSize.Y) * 0.00001f);

            //blink on timer
            SF.BlinkCounter++;
            if (SF.BlinkCounter >= 230)
            {
                SF.Face[1]    = new Rectangle((int)SF.Position.X + 2, (int)SF.Position.Y + 4, SF.EyeSize.X, 1);
                SF.Face[2]    = new Rectangle((int)SF.Position.X + 8, (int)SF.Position.Y + 4, SF.EyeSize.X, 1);
                SF.Color_Eyes = Color.Black;
            }
            else
            {
                SF.Color_Eyes = Color.White;
            }
        }
Example #4
0
        public static void CollisionCheck(ref SquareFace SF, int index)
        {
            float push = 0.1f;

            //check collisions with all other squarefaces - expensive!
            for (int g = 0; g < Size; g++)
            {
                if (index == g)
                {
                    continue;
                }                             //skip self intersection check

                if (SF.Face[0].Intersects(SquareFaces[g].Face[0]))
                {
                    //push left/right
                    if (SF.Position.X < SquareFaces[g].Position.X)
                    {
                        SF.Velocity.X -= push;
                    }
                    else
                    {
                        SF.Velocity.X += push;
                    }
                    //push up/down
                    if (SF.Position.Y < SquareFaces[g].Position.Y)
                    {
                        SF.Velocity.Y -= push;
                    }
                    else
                    {
                        SF.Velocity.Y += push;
                    }
                }
            }

            //check against screen bounds
            if (SF.Position.X + SF.Face[0].Width >= Data.GDM.PreferredBackBufferWidth)
            {
                SF.Velocity.X = -1f;
            }
            else if (SF.Position.X <= 0)
            {
                SF.Velocity.X = 1f;
            }
            if (SF.Position.Y + SF.Face[0].Height >= Data.GDM.PreferredBackBufferHeight)
            {
                SF.Velocity.Y = -1f;
            }
            else if (SF.Position.Y <= 0)
            {
                SF.Velocity.Y = 1f;
            }
        }
        public static void CollisionCheck(ref SquareFace SF, int index)
        {
            //check collisions with all other squarefaces - expensive!
            for (int g = 0; g < Size; g++)
            {
                if (index == g)
                {
                    continue;
                }                             //skip self intersection check

                if (SF.Face[0].Intersects(SquareFaces[g].Face[0]))
                {
                    //weird shit ahead, brace yourself
                    Point CenterA = SF.Face[0].Center;
                    Point CenterB = SquareFaces[g].Face[0].Center;

                    SF.Velocity.X *= 0.5f;
                    SF.Velocity.Y *= 0.5f;

                    SF.Velocity.X += (CenterA.X - CenterB.X) * 0.03f;
                    SF.Velocity.Y += (CenterA.Y - CenterB.Y) * 0.03f;

                    SF.Velocity.X += SquareFaces[g].Velocity.X * 0.01f;
                    SF.Velocity.Y += SquareFaces[g].Velocity.Y * 0.01f;

                    SF.Velocity.X -= Gravity.X * 0.5f;
                    SF.Velocity.Y -= Gravity.Y * 0.5f;
                }
            }


            //check against x screen bounds
            if (SF.Position.X + SF.Face[0].Width >= Data.GDM.PreferredBackBufferWidth)
            {
                SF.Velocity.X = -1f; SF.Position.X = Data.GDM.PreferredBackBufferWidth - SF.Face[0].Width;
            }
            else if (SF.Position.X <= 0)
            {
                SF.Velocity.X = 1f;
            }
            //check against y screen bounds
            if (SF.Position.Y + SF.Face[0].Height >= Data.GDM.PreferredBackBufferHeight)
            {
                SF.Velocity.Y = -1f; SF.Position.Y = Data.GDM.PreferredBackBufferHeight - SF.Face[0].Height;
            }
            else if (SF.Position.Y <= 0)
            {
                SF.Velocity.Y = 1f; SF.Position.Y = 0;
            }
        }
Example #6
0
        public static void Randomize()
        {   //randomize placement of square faces
            for (int i = 0; i < Size; i++)
            {
                //spread wide across screen
                //SquareFaces[i].Position.X = Data.Rand.Next(10, Data.GDM.PreferredBackBufferWidth - 20);
                //SquareFaces[i].Position.Y = Data.Rand.Next(10, Data.GDM.PreferredBackBufferHeight - 20);

                //concentrate in center
                SquareFace SF = SquareFaces[i];
                SF.Position.X  = Data.GDM.PreferredBackBufferWidth / 2 + Data.Rand.Next(-5, 6);
                SF.Position.Y  = Data.GDM.PreferredBackBufferHeight / 2 + Data.Rand.Next(-5, 6);
                SquareFaces[i] = SF;
            }
        }
        public static void Update()
        {
            for (int i = 0; i < Size; i++)
            {
                SquareFace SF = SquareFaces[i];
                Animate(ref SF);
                CollisionCheck(ref SF, i);
                SquareFaces[i] = SF;
            }

            float force = 1.0f;

            //alternate gravity on timer
            GravityCounter++;
            if (GravityCounter < 60 * 3)
            {
                Gravity.X = 0.0f;
                Gravity.Y = force;
            }
            else if (GravityCounter < 60 * 6)
            {
                Gravity.X = force;
                Gravity.Y = 0.0f;
            }
            else if (GravityCounter < 60 * 9)
            {
                Gravity.X = 0.0f;
                Gravity.Y = -force;
            }
            else if (GravityCounter < 60 * 12)
            {
                Gravity.X = -force;
                Gravity.Y = 0.0f;
            }
            else
            {
                GravityCounter = 0;
            }
        }
        public static SquareFace GetRandomSF()
        {
            SquareFace SF = new SquareFace();

            //create face, then two eyes, one ground shadow, one hat
            SF.Face = new Rectangle[5];

            SF.FaceSize = new Point(Data.Rand.Next(10, 17), Data.Rand.Next(16, 22));
            SF.EyeSize  = new Point(Data.Rand.Next(2, 6), Data.Rand.Next(2, 6));

            //choose width and height
            Rectangle skin = new Rectangle(0, 0, SF.FaceSize.X, SF.FaceSize.Y);

            SF.Face[0] = skin;
            //choose width and height
            Rectangle eye = new Rectangle(0, 0, SF.EyeSize.X, SF.EyeSize.Y);

            SF.Face[1] = eye;
            SF.Face[2] = eye;
            //create ground shadow
            Rectangle shadow = new Rectangle(0, 0, SF.FaceSize.X + 6, 1);

            SF.Face[3] = shadow;
            //create hat
            Rectangle hat = new Rectangle(0, 0, SF.FaceSize.X + 6, 1);

            SF.Face[4] = hat;


            //set spawn position
            SF.Position = new Vector2(100, 100);
            //choose face and eye color
            SF.Color_Face = new Color(
                Data.Rand.Next(0, 80),
                Data.Rand.Next(60, 150),
                Data.Rand.Next(60, 150), 255);

            SF.Color_Eyes = Color.White;

            //randomize color of hat
            int choice = Data.Rand.Next(0, 2);

            if (choice == 0)
            {
                SF.Color_Hat = Color.Red;
            }
            else if (choice == 1)
            {
                SF.Color_Hat = Color.Yellow;
            }



            //randomize initial timeline
            SF.Timeline = (short)Data.Rand.Next(0, 30);
            SF.Layer    = 0.0f;

            //randomize blink animation
            SF.BlinkCounter = (byte)Data.Rand.Next(0, 255);

            return(SF);
        }