public static bool didCollide(Vector2 centerBottom, Vector2 size, Level level)
        {
            FloatRectangle occupiedArea = FloatRectangle.createFromCenterBottom(centerBottom, size);

            if (level.IsCollidingAt(occupiedArea))
            {
                return(true);
            }

            return(false);
        }
Example #2
0
        public bool IsCollidingAt(FloatRectangle a_rect)
        {
            Vector2 tileSize = new Vector2(1, 1);

            for (int x = 0; x < LEVEL_WIDTH; x++)
            {
                for (int y = 0; y < LEVEL_HEIGHT; y++)
                {
                    FloatRectangle rect = FloatRectangle.createFromTopLeft(new Vector2(x, y), tileSize);
                    if (a_rect.isIntersecting(rect))
                    {
                        if (m_tiles[x, y] == Tile.BLOCKED)
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
Example #3
0
        internal bool isIntersecting(FloatRectangle other)
        {
            if (Right < other.Left)
            {
                return(false);
            }
            if (Bottom < other.Top)
            {
                return(false);
            }
            if (Left > other.Right)
            {
                return(false);
            }
            if (Top > other.Bottom)
            {
                return(false);
            }

            return(true);
        }