Example #1
0
 //private itemAction iAction;
 bool use(GamePosition itemPos, GamePosition strikePos)
 {
     if (Vect2D.getDistance(itemPos.pos, strikePos.pos) < range)
     {
         action(itemPos, strikePos);
         return(true);
     }
     return(false);
 }
Example #2
0
        public WorldObject getCollidedObject(BasePhysics p, Vect2D destination)
        {
            Vect2D normalizedDirection = destination.normalize();
            Vect2D currentPosCursor    = p.pos.pos.Copy();

            for (int i = 0; i < Vect2D.getDistance(destination, new Vect2D(0, 0)); i++)
            {
                currentPosCursor += normalizedDirection;
                //Si oui on regarde si là ou on veut aller, il y a déjà un objet (détection de collision très basique)
                WorldObject collidedObject = getObjectAt(currentPosCursor.x, currentPosCursor.y);

                if (collidedObject != null && collidedObject.pos.layer == p.pos.layer)
                {
                    return(collidedObject);
                }
            }
            return(null);
        }
Example #3
0
        public Vect2D normalize()
        {
            int size = (int)Vect2D.getDistance(this, new Vect2D(0, 0));

            return(new Vect2D(this.x / size, this.y / size));
        }