Example #1
0
        public override void OnCollide(PhysicsEntity other)
        {
            other.AddForce(accelerationChange);
            if (HasParent)
            {
                parent.OnCollide(other);

                /* having problems
                 * if (other.Rect.Contains(parent.Rect))
                 * {
                 *  X = parentCentrer.X;
                 *  Y = parentCentrer.Y;
                 *  rectangle.Width = 0;
                 *  rectangle.Height = 0;
                 *  return;
                 * }
                 * if (other.X >= parentCentrer.X && other.X < rectangle.Width + X && other.X > X)
                 * {
                 *  rectangle.Width = X + (other.X - X);
                 * }
                 * else if (other.X >= parentCentrer.X && other.X + other.Rect.Width > X && other.X < X)
                 * {
                 *  rectangle.Width = 0;
                 * }
                 * else if (other.X + other.Rect.Width <= parentCentrer.X && other.X + other.Rect.Width < rectangle.Width + X && other.X + other.Rect.Width > X)
                 * {
                 *  rectangle.Width = other.X + other.Rect.Width + ((X+rectangle.Width) - (other.X + other.Rect.Width));
                 *  rectangle.X = other.X + other.Rect.Width;
                 * }
                 * else if (other.X + other.Rect.Width <= parentCentrer.X && other.X + other.Rect.Width > X + rectangle.Width && other.X > X)
                 * {
                 *  rectangle.Width = 0;
                 * }
                 *
                 * if (other.Y >= parentCentrer.Y && other.Y < rectangle.Height + Y && other.Y > Y)
                 * {
                 *  rectangle.Height = Y + (other.Y - Y);
                 * }
                 * else if (other.Y >= parentCentrer.Y && other.Y + other.Rect.Height > Y && other.Y < Y)
                 * {
                 *  rectangle.Height = 0;
                 * }
                 *
                 * else if (other.Y + other.Rect.Height <= parentCentrer.Y && other.Y + other.Rect.Height < rectangle.Height + Y && other.Y + other.Rect.Height > Y)
                 * {
                 *  rectangle.Height = other.Y + other.Rect.Height + ((Y + rectangle.Height) - (other.Y + other.Rect.Height));
                 *  rectangle.Y = other.Y + other.Rect.Height;
                 * }
                 * else if (other.Y + other.Rect.Height <= parentCentrer.Y && other.Y + other.Rect.Height > Y + rectangle.Height && other.Y > Y)
                 * {
                 *  rectangle.Height = 0;
                 * }
                 */
            }
        }
Example #2
0
        public void DetectCollisions()
        {
            bool newCollision;

            if (objects != null)
            {
                for (int i = 0; i < entities.Count; i++)
                {
                    newCollision = true;

                    physEntity = entities[i];//if it hasn't move, it won't have new collisions, if somehting hits it, that entity will take care of collision
                    if (physEntity.X == physEntity.PrevX && physEntity.Y == physEntity.PrevY)
                    {
                        newCollision = false;
                    }
                    // Reset collision array
                    physEntity.colliderArray[0] = false;
                    physEntity.colliderArray[1] = false;
                    physEntity.colliderArray[2] = false;
                    physEntity.colliderArray[3] = false;

                    // Calculate the bottom and right side locations for the physEntity
                    float entBottom = physEntity.Y + physEntity.Rect.Height;
                    float entRight  = physEntity.X + physEntity.Rect.Width;
                    float entTop    = physEntity.Y;
                    float entLeft   = physEntity.X;

                    for (int j = 0; j < objects.Count; j++)
                    {
                        gameObject = objects[j];

                        if (gameObject == physEntity)
                        {
                            continue;
                        }
                        if (gameObject is Bottle && physEntity is Bottle)
                        {
                            continue;
                        }
                        if (((gameObject is Door || gameObject is Button || gameObject is EffectBox) && physEntity is Player) || (gameObject is Player && (physEntity is Door || physEntity is Button || gameObject is EffectBox)))
                        {
                        }
                        else if (Game1.developerMode && (gameObject is Player || physEntity is Player))
                        {
                            continue;
                        }

                        // Calculate the bottom and right side locations for the gameObject
                        float objBottom = gameObject.Y + gameObject.Rect.Height;
                        float objRight  = gameObject.X + gameObject.Rect.Width;

                        // Check distances between the sides of the objects.
                        float tDistance = objBottom - entTop;
                        float bDistance = entBottom - gameObject.Y;
                        float rDistance = entRight - gameObject.X;
                        float lDistance = objRight - entLeft;

                        // Whichever side is closest is the side they are colliding on.
                        if (physEntity.Rect.Intersects(gameObject.Rect))
                        {
                            if ((gameObject is HoppingEnemy || gameObject is Ooze) && (physEntity is HoppingEnemy || physEntity is Ooze))
                            {
                                continue;
                            }

                            gameObject.OnCollide(physEntity);
                            physEntity.OnCollide(gameObject);
                            if (gameObject is Door)//stops nast problems from happening during room spawn, should  be changed in case of like locked doors or something
                            {
                                continue;
                            }
                            if (!gameObject.IsCollidable)
                            {
                                continue;
                            }
                            if (gameObject == physEntity)
                            {
                                continue;
                            }
                            if ((gameObject is Player && physEntity is Button) || (gameObject is Button && physEntity is Player))
                            {
                                continue;
                            }
                            //below, sets collide array and creates new collision object
                            //TOP
                            if (tDistance < bDistance && tDistance < lDistance && tDistance < rDistance)
                            {
                                physEntity.colliderArray[0] = true;
                                if (physEntity.Y != physEntity.PrevY && newCollision)
                                {
                                    collisions.Add(new Collision(physEntity, gameObject, CollisionSide.top));
                                }
                            }

                            //RIGHT
                            else if (rDistance < bDistance && rDistance < lDistance && rDistance < tDistance)
                            {
                                if ((gameObject is Player && physEntity is Ooze) || (gameObject is Ooze && physEntity is Player))
                                {
                                }
                                else
                                {
                                    physEntity.colliderArray[1] = true;
                                    if (physEntity.X != physEntity.PrevX && newCollision)
                                    {
                                        collisions.Add(new Collision(physEntity, gameObject, CollisionSide.right));
                                    }
                                }
                            }

                            //BOTTOM
                            else if (bDistance < tDistance && bDistance < lDistance && bDistance < rDistance)
                            {
                                physEntity.colliderArray[2] = true;
                                if (physEntity.Y != physEntity.PrevY && newCollision)
                                {
                                    collisions.Add(new Collision(physEntity, gameObject, CollisionSide.bottom));
                                }
                            }

                            //LEFT
                            else if (lDistance < bDistance && lDistance < tDistance && lDistance < rDistance)
                            {
                                if ((gameObject is Player && physEntity is Ooze) || (gameObject is Ooze && physEntity is Player))
                                {
                                }
                                else
                                {
                                    physEntity.colliderArray[3] = true;
                                    if (physEntity.X != physEntity.PrevX && newCollision)
                                    {
                                        collisions.Add(new Collision(physEntity, gameObject, CollisionSide.left));
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }