Example #1
0
        /// <summary>
        /// 在无碰撞的前提下行走最远的距离
        /// </summary>
        /// <param name="obj">移动物体,默认obj.Rigid为true</param>
        /// <param name="moveVec">移动的位移向量</param>
        private void MoveMax(GameObject obj, Vector moveVec)
        {
            /*由于四周是墙,所以人物永远不可能与越界方块碰撞*/

            XYPosition nextPos = obj.Position + Vector.Vector2XY(moveVec);

            uint maxLen = collisionChecker.FindMax(obj, nextPos, moveVec);

            maxLen = (uint)Math.Min(maxLen, (obj.MoveSpeed / Map.Constant.numOfStepPerSecond));
            obj.Move(new Vector(moveVec.angle, maxLen));
        }
Example #2
0
        /// <summary>
        /// 碰撞检测,如果这样行走是否会与之碰撞,返回与之碰撞的物体
        /// </summary>
        /// <param name="obj">移动的物体</param>
        /// <param name="moveVec">移动的位移向量</param>
        /// <returns>和它碰撞的物体</returns>
        public GameObject?CheckCollision(GameObject obj, Vector moveVec)
        {
            XYPosition nextPos = obj.Position + Vector.Vector2XY(moveVec);

            if (!obj.IsRigid)
            {
                if (gameMap.OutOfBound(obj))
                {
                    return(new OutOfBoundBlock(nextPos));
                }
                return(null);
            }

            //在某列表中检查碰撞
            Func <ArrayList, ReaderWriterLockSlim, GameObject> CheckCollisionInList =
                (ArrayList lst, ReaderWriterLockSlim listLock) =>
            {
                GameObject?collisionObj = null;
                listLock.EnterReadLock();
                try
                {
                    foreach (GameObject listObj in lst)
                    {
                        if (WillCollide(obj, listObj, nextPos))
                        {
                            collisionObj = listObj;
                            break;
                        }
                    }
                }
                finally { listLock.ExitReadLock(); }
                return(collisionObj);
            };

            GameObject collisionObj = null;

            foreach (var list in lists)
            {
                if ((collisionObj = CheckCollisionInList(list.Item1, list.Item2)) != null)
                {
                    return(collisionObj);
                }
            }

            //如果越界,则与越界方块碰撞
            if (gameMap.OutOfBound(obj))
            {
                return(new OutOfBoundBlock(nextPos));
            }

            return(null);
        }