Example #1
0
        public static bool Intersect(CollisionRectangle ColRectA, CollisionRectangle ColRectB)
        {
            bool status = false;

            float A_minx = ColRectA.x - ColRectA.width / 2;
            float A_maxx = ColRectA.x + ColRectA.width / 2;
            float A_miny = ColRectA.y - ColRectA.height / 2;
            float A_maxy = ColRectA.y + ColRectA.height / 2;

            float B_minx = ColRectB.x - ColRectB.width / 2;
            float B_maxx = ColRectB.x + ColRectB.width / 2;
            float B_miny = ColRectB.y - ColRectB.height / 2;
            float B_maxy = ColRectB.y + ColRectB.height / 2;

            // Trivial reject
            if ((B_maxx < A_minx) || (B_minx > A_maxx) || (B_maxy < A_miny) || (B_miny > A_maxy))
            {
                status = false;
            }
            else
            {
                status = true;
            }


            return(status);
        }
        public static void detectCollision(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            // Debug.WriteLine("Dectecting collision");
            // A vs B
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            // Debug.WriteLine("\nColPair: start {0}, {1}", pNodeA.cGameObjectName, pNodeB.cGameObjectName);
            while (pNodeA != null)
            {
                // Restart compare
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    // who is being tested?
                    //        Debug.WriteLine("ColPair: collide:  {0}, {1}", pNodeA.cGameObjectName, pNodeB.cGameObjectName);

                    // Get rectangles
                    CollisionRectangle rectA = pNodeA.cCollisionObj.cCollisionRectangle;
                    CollisionRectangle rectB = pNodeB.cCollisionObj.cCollisionRectangle;

                    // test them
                    if (CollisionRectangle.Intersect(rectA, rectB))
                    {
                        // Boom - it works (Visitor in Action)
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    pNodeB = (GameObject)pNodeB.pSibling;
                }
                pNodeA = (GameObject)pNodeA.pSibling;
            }
        }
        protected void updateUnionBox()
        {
            PCSNode node = (PCSNode)this;

            node = node.pChild;

            if (node == null)
            {
                this.cCollisionObj.cCollisionRectangle.Set(0, 0, 0, 0);
                this.x = 0;
                this.y = 0;
            }
            else
            {
                GameObject gameObj = (GameObject)node;

                CollisionRectangle collisionTotal = this.cCollisionObj.cCollisionRectangle;
                collisionTotal.Set(gameObj.cCollisionObj.cCollisionRectangle);

                while (node != null)
                {
                    gameObj = (GameObject)node;
                    collisionTotal.Union(gameObj.cCollisionObj.cCollisionRectangle);
                    node = node.pSibling;
                }
                this.x = this.cCollisionObj.cCollisionRectangle.x;
                this.y = this.cCollisionObj.cCollisionRectangle.y;
            }
        }
Example #4
0
        public void Union(CollisionRectangle ColRect)
        {
            float minX;
            float minY;
            float maxX;
            float maxY;

            if ((this.x - this.width / 2) < (ColRect.x - ColRect.width / 2))
            {
                minX = (this.x - this.width / 2);
            }
            else
            {
                minX = (ColRect.x - ColRect.width / 2);
            }

            if ((this.x + this.width / 2) > (ColRect.x + ColRect.width / 2))
            {
                maxX = (this.x + this.width / 2);
            }
            else
            {
                maxX = (ColRect.x + ColRect.width / 2);
            }

            if ((this.y + this.height / 2) > (ColRect.y + ColRect.height / 2))
            {
                maxY = (this.y + this.height / 2);
            }
            else
            {
                maxY = (ColRect.y + ColRect.height / 2);
            }

            if ((this.y - this.height / 2) < (ColRect.y - ColRect.height / 2))
            {
                minY = (this.y - this.height / 2);
            }
            else
            {
                minY = (ColRect.y - ColRect.height / 2);
            }

            this.width  = (maxX - minX);
            this.height = (maxY - minY);
            this.x      = minX + this.width / 2;
            this.y      = minY + this.height / 2;
        }
Example #5
0
        // Extract the rectangle co ordinates of the sprite in the proxy sprite
        // Set those to the sprite box.

        public CollisionObject(ProxySprite mProxySprite)
        {
            Debug.Assert(mProxySprite != null);

            //Create a BoxSprite
            Sprite mSprite = mProxySprite.rcSprite;
            Debug.Assert(mSprite != null);

            cSpriteBox = SpriteBoxManager.add(SpriteBox.SpriteBoxName.Box, mSprite.screenRect);
            Debug.Assert(this.cSpriteBox != null);

            // Set the Collision Rectangle
            this.cCollisionRectangle = new CollisionRectangle(cSpriteBox.cSpriteBoxRect);
            Debug.Assert(this.cCollisionRectangle != null);
            //  this.cSpriteBox.setColor(1, 1, 1);
            // this.cSpriteBox.setColor(Unit.spriteBoxColor);
        }