An abstract Entity class that should be inherited by objects which are to be visible within the game world. Any map objects, NPCs, particles or playable characters should inherit from this class in order to be used by the game engine.
Inheritance: ILoadable
        public void Add(Entity entity)
        {
            float pxHalfWidth = pxBounds.Width / 2.0f;
            float pxHalfHeight = pxBounds.Height / 2.0f;

            if ((IsLeafNode && Entities.Count < QuadTree.EntityLimit) || pxHalfWidth <= QuadTree.pxTileWidth || pxHalfHeight <= QuadTree.pxTileHeight)
            {
                if(!Entities.Contains(entity)) Entities.Add(entity);
                return;
            }

            if (IsLeafNode)
            {
                ChildNode1 = QuadTree.GetQuadTreeNode(
                    pxBounds.X,
                    pxBounds.Y,
                    pxHalfWidth,
                    pxHalfHeight,
                    this);
                ChildNode2 = QuadTree.GetQuadTreeNode(
                    pxBounds.X + pxHalfWidth,
                    pxBounds.Y,
                    pxHalfWidth,
                    pxHalfHeight,
                    this);
                ChildNode3 = QuadTree.GetQuadTreeNode(
                    pxBounds.X,
                    pxBounds.Y + pxHalfHeight,
                    pxHalfWidth,
                    pxHalfHeight,
                    this);
                ChildNode4 = QuadTree.GetQuadTreeNode(
                    pxBounds.X + pxHalfWidth,
                    pxBounds.Y + pxHalfHeight,
                    pxHalfWidth,
                    pxHalfHeight,
                    this);
            }

            // Add the entity specified in the function paramaters
            if (ChildNode1.Intersects(entity.CurrentBoundingBox)) ChildNode1.Add(entity);
            if (ChildNode2.Intersects(entity.CurrentBoundingBox)) ChildNode2.Add(entity);
            if (ChildNode3.Intersects(entity.CurrentBoundingBox)) ChildNode3.Add(entity);
            if (ChildNode4.Intersects(entity.CurrentBoundingBox)) ChildNode4.Add(entity);

            // Distrobute any entities found in this current Node
            foreach (Entity entityToAdd in this.Entities)
            {
                if (ChildNode1.Intersects(entityToAdd.CurrentBoundingBox)) ChildNode1.Add(entityToAdd);
                if (ChildNode2.Intersects(entityToAdd.CurrentBoundingBox)) ChildNode2.Add(entityToAdd);
                if (ChildNode3.Intersects(entityToAdd.CurrentBoundingBox)) ChildNode3.Add(entityToAdd);
                if (ChildNode4.Intersects(entityToAdd.CurrentBoundingBox)) ChildNode4.Add(entityToAdd);
            }

            Entities.Clear();
        }
        void MapEntrance_MapZoneHit(MapZone sender, Entity entity, TeeEngine engine, GameTime gameTime)
        {
            if(KeyboardExtensions.GetKeyDownState(Keyboard.GetState(), ACTIVATE_KEY, engine, true) &&
               entity == engine.GetEntity("Player"))
            {
                MapEventArgs mapArgs = new MapEventArgs();
                mapArgs.SetProperty("Target", Target);

                engine.ClearEntities();
                engine.LoadMap(Destination, mapArgs);
            }
        }
        public void staticObject_UpdateEvent(Entity caller, GameTime gameTime, TeeEngine engine)
        {
            caller.Opacity = 1.0f;

            foreach (RPGEntity entity in engine.Collider.GetIntersectingEntities<RPGEntity>(caller.CurrentBoundingBox))
            {
                if (entity != caller
                    && caller.Pos.Y > entity.Pos.Y
                    && entity.CurrentBoundingBox.Intersects(caller.CurrentBoundingBox))
                {
                    caller.Opacity = 0.5f;
                    return;
                }
            }
        }
Example #4
0
 void OnMapZoneHit(Entity entity, TeeEngine engine, GameTime gameTime)
 {
     if (MapZoneHit != null)
         MapZoneHit(this, entity, engine, gameTime);
 }
        public void Remove(Entity Entity, FRectangle? pxBoundingBox)
        {
            List<QuadTreeNode> associations = new List<QuadTreeNode>();
            GetAssociatedNodes(Entity, pxBoundingBox, ref associations);

            foreach (QuadTreeNode node in associations)
            {
                node.Entities.Remove(Entity);
                node.Validate(this);
            }
        }
        // If pxBoundingBox is null, it will search everywhere
        public void GetAssociatedNodes(Entity entity, FRectangle? pxBoundingBox, ref List<QuadTreeNode> result)
        {
            if (IsLeafNode)
            {
                if (Entities.Contains(entity)) result.Add(this);
                return;
            }

            if (pxBoundingBox == null || ChildNode1.Intersects(pxBoundingBox.Value)) ChildNode1.GetAssociatedNodes(entity, pxBoundingBox, ref result);
            if (pxBoundingBox == null || ChildNode2.Intersects(pxBoundingBox.Value)) ChildNode2.GetAssociatedNodes(entity, pxBoundingBox, ref result);
            if (pxBoundingBox == null || ChildNode3.Intersects(pxBoundingBox.Value)) ChildNode3.GetAssociatedNodes(entity, pxBoundingBox, ref result);
            if (pxBoundingBox == null || ChildNode4.Intersects(pxBoundingBox.Value)) ChildNode4.GetAssociatedNodes(entity, pxBoundingBox, ref result);
        }
        public bool DebugHasEntity(Entity entity)
        {
            if (IsLeafNode)
                return Entities.Contains(entity);
            else
            {
                if (ChildNode1.DebugHasEntity(entity)) return true;
                if (ChildNode2.DebugHasEntity(entity)) return true;
                if (ChildNode3.DebugHasEntity(entity)) return true;
                if (ChildNode4.DebugHasEntity(entity)) return true;
            }

            return false;
        }