Example #1
0
        /// <summary>
        /// Use this for finding the floor while in the air
        /// </summary>
        /// <returns></returns>
        public Vector2 getFloorBelow(float offset = 0.0f)
        {
            Vector2 yIntersection = Vector2.Zero;

            foreach (FloorNode node in CurrentRoom.Floor.Nodes.Items)
            {
                if ((Bounds.Bottom <= node.Position.Y) || (Bounds.Bottom <= node.LeftNeighbor.Position.Y) || (Bounds.Bottom <= node.RightNeighbor.Position.Y))
                {
                    if (dir < 0)
                    {
                        if ((node.Position.X <= Position.X && node.RightNeighbor.Position.X >= Position.X) ||
                            (node.Position.X <= Position.X && node.RightNeighbor.Position == node.Position))
                        {
                            // Are we on the right edge trying to turn around?
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.RightNeighbor.Position, node.Position, Position.X);
                        } //Are we on the left edge?
                        else if (node.LeftNeighbor.Position == node.Position &&
                                 Position.X - offset < node.LeftNeighbor.Position.X &&
                                 node.Position.X <= Bounds.Right)
                        {
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.RightNeighbor.Position, node.Position, Position.X);
                        }

                        // Are we on the right edge?
                        if (node.RightNeighbor.Position == node.Position &&
                            Position.X - offset > node.RightNeighbor.Position.X &&
                            node.Position.X >= Bounds.Left)
                        {
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.LeftNeighbor.Position, node.Position, Position.X);
                        }
                    }
                    else if (dir > 0) // Are we moving right?
                    {
                        if ((node.Position.X >= Position.X && node.LeftNeighbor.Position.X <= Position.X) ||
                            (node.Position.X >= Position.X && node.LeftNeighbor.Position == node.Position))
                        {
                            // Are we on the left edge and trying to turn around?
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.LeftNeighbor.Position, node.Position, Position.X);
                        } // Are we on the right edge?
                        else if (node.RightNeighbor.Position == node.Position &&
                                 Position.X + offset > node.RightNeighbor.Position.X &&
                                 node.Position.X >= Bounds.Left)
                        {
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.LeftNeighbor.Position, node.Position, Position.X);
                        }

                        // Are we on the left edge?
                        if (node.LeftNeighbor.Position == node.Position &&
                            Position.X + offset < node.LeftNeighbor.Position.X &&
                            node.Position.X <= Bounds.Right)
                        {
                            currentNode   = node;
                            yIntersection = CONSTANTS.Y_INTERSECTION(node.RightNeighbor.Position, node.Position, Position.X);
                        }
                    }
                }
            }
            return(yIntersection);
        }
Example #2
0
        public Vector2 getWalkingDistance(Vector2 offset = new Vector2())
        {
            Vector2 yIntersection;

            foreach (FloorNode node in CurrentRoom.Floor.Nodes.Items)
            {
                if (dir < 0)
                {
                    if ((node.Position.X <= Position.X && node.RightNeighbor.Position.X >= Position.X) ||
                        (node.Position.X <= Position.X && node.RightNeighbor.Position == node.Position))
                    {
                        // Are we on the right edge trying to turn around?

                        yIntersection = CONSTANTS.Y_INTERSECTION(node.RightNeighbor.Position, node.Position, Position.X);
                        if (!IsGrounded && yIntersection.Y > Bounds.Bottom)
                        {
                            currentNode = node;
                            return(yIntersection);
                        }
                        else if (IsGrounded)
                        {
                            currentNode = node;
                            return(CONSTANTS.VECTOR_DISTANCE(Position, node.Position, offset.X));
                        }
                    } //Are we on the left edge?
                    else if (node.LeftNeighbor.Position == node.Position &&
                             Position.X - offset.X < node.Position.X &&
                             node.Position.X <= Bounds.Right)
                    {
                        yIntersection = CONSTANTS.Y_INTERSECTION(node.RightNeighbor.Position, node.Position, Position.X);
                        if (!IsGrounded && yIntersection.Y > Bounds.Bottom)
                        {
                            currentNode = node;
                            return(yIntersection);
                        }
                        else if (IsGrounded)
                        {
                            currentNode = node;
                            if (node.LeftNeighbor.Position == node.Position &&
                                Position.X - offset.X < node.LeftNeighbor.Position.X &&
                                node.Position.X <= Bounds.Right)
                            {
                                Vector2 newDist =
                                    CONSTANTS.Y_INTERSECTION(node.Position, new Vector2(
                                                                 node.Position.X - offset.X + (Position.X - Bounds.Left),
                                                                 node.Position.Y), Position.X - offset.X);
                                return(newDist);
                            }
                            else
                            {
                                //currentNode = node;
                                //return CONSTANTS.VECTOR_DISTANCE(Position, node.Position, offset.X);
                                return(Vector2.Zero);
                            }
                        }
                    }
                }
                else if (dir > 0) // Are we moving right?
                {
                    if ((node.Position.X >= Position.X && node.LeftNeighbor.Position.X <= Position.X) ||
                        (node.Position.X >= Position.X && node.LeftNeighbor.Position == node.Position))
                    {
                        // Are we on the left edge and trying to turn around?
                        yIntersection = CONSTANTS.Y_INTERSECTION(node.LeftNeighbor.Position, node.Position, Position.X);
                        if (!IsGrounded && yIntersection.Y > Bounds.Bottom)
                        {
                            currentNode = node;
                            return(yIntersection);
                        }
                        else if (IsGrounded)
                        {
                            currentNode = node;
                            return(CONSTANTS.VECTOR_DISTANCE(Position, node.Position, offset.X));
                        }
                    } // Are we on the right edge?
                    else if (node.RightNeighbor.Position == node.Position &&
                             Position.X + offset.X > node.RightNeighbor.Position.X &&
                             node.Position.X >= Bounds.Left)
                    {
                        yIntersection = CONSTANTS.Y_INTERSECTION(node.LeftNeighbor.Position, node.Position, Position.X);
                        if (!IsGrounded && yIntersection.Y > Bounds.Bottom)
                        {
                            currentNode = node;
                            return(yIntersection);
                        }
                        else if (IsGrounded)
                        {
                            currentNode = node;

                            if (node.RightNeighbor.Position == node.Position &&
                                Position.X + offset.X > node.Position.X &&
                                node.Position.X >= Bounds.Left)
                            {
                                //if (node.LeftNeighbor.Position == node.Position && Position.X - offset.X < node.LeftNeighbor.Position.X && node.Position.X <= Bounds.Right)
                                Vector2 newDist = CONSTANTS.Y_INTERSECTION(node.Position, new Vector2(
                                                                               node.Position.X + offset.X + (Bounds.Right - Position.X),
                                                                               node.Position.Y), Position.X + offset.X);
                                //Vector2 newDist = CONSTANTS.Y_INTERSECTION(node.Position, new Vector2(node.Position.X - offset.X + (Position.X - Bounds.Left), node.Position.Y), Position.X - offset.X);
                                return(newDist);
                            }
                            else
                            {
                                //currentNode = node;
                                //return CONSTANTS.VECTOR_DISTANCE(Position, node.Position, offset.X);
                                return(Vector2.Zero);
                            }
                        }
                    }
                }
            }
            return(Vector2.Zero);
        }