Example #1
0
        /// <summary>
        /// Checks if this object is colliding with the collider of another object.
        /// </summary>
        /// <param name="other">Other collider object.</param>
        /// <returns>True if colliding, false otherwise.</returns>
        public bool IsColliding(ColliderObject other)
        {
            if (!other.Collidable || !Collidable || other is LeafServer)
            {
                return(false);
            }


            // Get this position and the position of the other object, and make 2D.
            Vector3 colliderPos = Transform.Position;
            Vector3 otherPos    = other.Transform.Position;

            colliderPos.Y = 0.0f;
            otherPos.Y    = 0.0f;

            if (other.colliderType == ColliderType.CIRCLE)
            {
                // Get distance between objects.
                float distance = Vector3.Distance(colliderPos, otherPos);

                // Check if the objects are overlapping.
                if (other.Radius > 0.0f && distance <= Radius + other.Radius)
                {
                    // If overlapping, they're colliding. Return true.
                    return(true);
                }
            }
            else if (other.colliderType == ColliderType.BOX)
            {
                float down  = other.Transform.Position.Z - other.Radius;
                float up    = other.Transform.Position.Z + other.Radius;
                float left  = other.Transform.Position.X - other.Radius;
                float right = other.Transform.Position.X + other.Radius;


                if (Transform.Position.X > left && Transform.Position.X < right && Transform.Position.Z < up && Transform.Position.Z > down)
                {
                    return(true);
                }
            }

            // If not overlapping, return false.
            return(false);
        }
Example #2
0
 /// <summary>
 /// Bounce off of another object.
 /// </summary>
 /// <param name="other">The collider of the other object </param>
 public void Bounce(ColliderObject other)
 {
     Velocity = (-Velocity * Bounciness);
 }