Example #1
0
        /// <summary>
        /// Tests if this object collides with another object based on the list of collision circles
        /// </summary>
        /// <returns>true</returns>
        /// <c>false</c>
        /// <param name="TestRegions">Test regions.</param>
        public bool TestCollision(IEnumerable <CollisionRegion> TestRegions)
        {
            List <CollisionRegion> MyRegionsList = (List <CollisionRegion>)GetCollisionRegions();

            foreach (CollisionRegion CurrRegion in TestRegions)
            {
                foreach (CollisionRegion MyRegion in MyRegionsList)
                {
                    if (MyRegion.Type == CollideType.Circle)
                    {
                        if (CurrRegion.Type == CollideType.Circle)
                        {
                            if (MGMath.TestCircleCollisions(CurrRegion.Origin, CurrRegion.Radius, MyRegion.Origin, MyRegion.Radius) == true)
                            {
                                return(true);
                            }
                        }
                        else                             //CurrRegion is a rectangle (MyRegion is Circle)
                        {
                            if (MGMath.TestCircleRectangleCollision(CurrRegion.Origin, CurrRegion.RectOffsets, MyRegion.Origin, MyRegion.Radius) == true)
                            {
                                return(true);
                            }
                        }
                    }
                    else                         //My Region is a rectangle
                    {
                        if (CurrRegion.Type == CollideType.Circle)
                        {
                            if (MGMath.TestCircleRectangleCollision(MyRegion.Origin, MyRegion.RectOffsets, CurrRegion.Origin, CurrRegion.Radius) == true)
                            {
                                return(true);
                            }
                        }
                        else                             //CurrRegion is a rectangle (MyRegion is Rectangle)
                        {
                            if (MGMath.TestRectangleCollisions(CurrRegion.Origin, CurrRegion.RectOffsets, MyRegion.Origin, MyRegion.RectOffsets) == true)
                            {
                                return(true);
                            }
                        }
                    }
                }
            }

            return(false);
        }
Example #2
0
        /// <summary>
        /// Add a new particle to be managed by this instance of the class
        /// </summary>
        /// <param name="Image">Image to display for the particle.</param>
        /// <param name="Top">Top coordinate for the particle's initial position.</param>
        /// <param name="Left">Left coordinate of hte particle's initial position.</param>
        /// <param name="Height">Initial Height in pixes of the particle.</param>
        /// <param name="Width">Initial Width of the particle.</param>
        /// <param name="Direction">Angle in radians of the Direction the particle is travelling.</param>
        /// <param name="Speed">Initial Speed of the particle.</param>
        /// <param name="Tint">Tint or color overlay for the particle.</param>
        public void AddParticle(Texture2D Image, float Top, float Left, int Height, int Width, float Direction, int Speed, Color Tint)
        {
            Vector2 SpeedComponents = MGMath.CalculateXYMagnitude(Direction, Speed);

            AddParticle(Image, Top, Left, Height, Width, SpeedComponents.X, SpeedComponents.Y, Tint);
        }
Example #3
0
        /// <summary>
        /// Will update the object in order to allow editing of the collision vertexes
        /// Can be replaced in the inheritting class.  It only needs called if the vertex editing is
        /// needed feature, otherwise it can be skipped.
        ///
        /// The return value must retain the purpose described here.  The ObjectManager and
        /// Particle engines will attempt to purge this object if it returns false.
        /// </summary>
        /// <param name="CurrTime"></param>
        /// <returns>True indicates the object still exists, false means the update decided the
        /// object can be removed</returns>
        public virtual bool Update(GameTime CurrTime)
        {
            Rectangle  Handle;
            int        nVertCtr;
            Vector2    vVertPos;
            MouseState CurrMouse = Mouse.GetState();

            if (cbVertexEdits == true)
            {
                if ((CurrMouse.LeftButton == ButtonState.Pressed) && (cnMouseVertex >= 0))
                {
                    //User is draging a vertex around
                    vVertPos.X = CurrMouse.X;
                    vVertPos.Y = CurrMouse.Y;

                    cPolyGon.UpdateVertex(cnMouseVertex, vVertPos);

                    CenterPoint = CenterPoint;
                }

                if ((CurrMouse.LeftButton == ButtonState.Pressed) && (cPriorMouse.LeftButton == ButtonState.Released))
                {
                    //User just clicked, see if they got a polygon vertex
                    List <CollisionRegion> CollList = new List <CollisionRegion>(cPolyGon.GetCollisionRegions());

                    Handle.Width  = nHandleWidth;
                    Handle.Height = nHandleWidth;

                    nVertCtr = 0;
                    foreach (Vector2 vCurrVert in CollList[0].Vertexes)
                    {
                        Handle.X = (int)(vCurrVert.X - (nHandleWidth / 2));
                        Handle.Y = (int)(vCurrVert.Y - (nHandleWidth / 2));

                        if (MGMath.IsPointInRect(CurrMouse.Position, Handle) == true)
                        {
                            cnMouseVertex = nVertCtr;

                            break;
                        }

                        nVertCtr += 1;
                    }
                }

                if (CurrMouse.LeftButton == ButtonState.Released)
                {
                    cnMouseVertex = -1;
                }
            }

            cPriorMouse = CurrMouse;

            //Raise the event handler for external logic
            if (Updating != null)
            {
                return(Updating.Invoke(this, CurrTime));
            }
            else
            {
                return(true);                //Returning true means the object should stick around
            }
        }
Example #4
0
        /// <summary>
        /// Tests if this object overlaps or collides with another region
        /// </summary>
        /// <param name="TestRegions">List of regions to test for collisions with</param>
        /// <returns>True if a collisions has occurred, false otherwise</returns>
        public bool TestCollision(IEnumerable <CollisionRegion> TestRegions)
        {
            foreach (CollisionRegion CurrReg in TestRegions)
            {
                switch (CurrReg.Type)
                {
                case CollideType.ConvexPolygon:
                    Int32 nMeCtr, nThemCtr;

                    //See if this polygon is hitting the other one
                    foreach (Vector2 Vertex in cCollisionList.Vertexes)
                    {
                        if (MGMath.PointInConvexPolygon(Vertex, CurrReg.Vertexes) == true)
                        {
                            return(true);
                        }
                    }

                    //See if the other polygon is inside this one
                    foreach (Vector2 Vertex in CurrReg.Vertexes)
                    {
                        if (MGMath.PointInConvexPolygon(Vertex, cCollisionList.Vertexes) == true)
                        {
                            return(true);
                        }
                    }

                    //Need a test for when edges completely span the other polygon.
                    //Vertexes are all outside, edges intersect
                    for (nMeCtr = 1; nMeCtr < cCollisionList.Vertexes.Count; nMeCtr += 1)
                    {
                        for (nThemCtr = 1; nThemCtr < CurrReg.Vertexes.Count; nThemCtr += 1)
                        {
                            if (MGMath.LineSegmentIntesection(cCollisionList.Vertexes[nMeCtr], cCollisionList.Vertexes[nMeCtr - 1], CurrReg.Vertexes[nThemCtr], CurrReg.Vertexes[nThemCtr - 1]) == true)
                            {
                                return(true);
                            }
                        }
                    }

                    return(false);

                case CollideType.Rectangle:
                    Point   Coord;
                    Vector2 Corner;

                    //See if this polygon is hitting the rectangle
                    foreach (Vector2 Vertex in cCollisionList.Vertexes)
                    {
                        Coord.X = (int)Vertex.X;
                        Coord.Y = (int)Vertex.Y;
                        if (MGMath.IsPointInRect(Coord, CurrReg.RectOffsets) == true)
                        {
                            return(true);
                        }
                    }

                    Corner.X = CurrReg.RectOffsets.X;
                    Corner.Y = CurrReg.RectOffsets.Y;
                    if (MGMath.PointInConvexPolygon(Corner, cCollisionList.Vertexes) == true)
                    {
                        return(true);
                    }

                    Corner.X = CurrReg.RectOffsets.X + CurrReg.RectOffsets.Width;
                    Corner.Y = CurrReg.RectOffsets.Y;
                    if (MGMath.PointInConvexPolygon(Corner, cCollisionList.Vertexes) == true)
                    {
                        return(true);
                    }

                    Corner.X = CurrReg.RectOffsets.X;
                    Corner.Y = CurrReg.RectOffsets.Y + CurrReg.RectOffsets.Height;
                    if (MGMath.PointInConvexPolygon(Corner, cCollisionList.Vertexes) == true)
                    {
                        return(true);
                    }

                    Corner.X = CurrReg.RectOffsets.X + CurrReg.RectOffsets.Width;
                    Corner.Y = CurrReg.RectOffsets.Y + CurrReg.RectOffsets.Height;
                    if (MGMath.PointInConvexPolygon(Corner, cCollisionList.Vertexes) == true)
                    {
                        return(true);
                    }

                    return(false);

                case CollideType.Circle:
                    //Need to work out this math.
                    //If any vertex of the polygon is closer to the circle center than the radius, collides
                    //If a line from the center perpendicular to a side of the polygon hits the side and
                    //is shorter than the radius of the circle, collide
                    return(false);

                default:
                    return(false);
                }
            }

            return(false);
        }