Example #1
0
        /**
         * Checks to see if some <code>FlxObject</code> object overlaps this <code>FlxObject</code> object.
         *
         * @param	Object	The object being tested.
         *
         * @return	Whether or not the two objects overlap.
         */
        virtual public bool overlaps(FlxObject Object)
        {
            _point = getScreenXY();
            float tx = _point.X;
            float ty = _point.Y;

            _point = Object.getScreenXY();
            if ((_point.X <= tx - Object.width) || (_point.X >= tx + width) || (_point.Y <= ty - Object.height) || (_point.Y >= ty + height))
            {
                return(false);
            }
            return(true);
        }
Example #2
0
        /**
         * Internal function that performs the actual logical updates to the sound object.
         * Doesn't do much except optional proximity and fade calculations.
         */
        protected void updateSound()
        {
            if (_position != 0)
            {
                return;
            }

            float radial = 1.0f;
            float fade   = 1.0f;

            if (_sound.State != SoundState.Playing)
            {
                active = false;
            }

            //Distance-based volume control
            if (_core != null)
            {
                Vector2 _point  = new Vector2();
                Vector2 _point2 = new Vector2();
                _point  = _core.getScreenXY();
                _point2 = getScreenXY();
                float dx = _point.X - _point2.X;
                float dy = _point.Y - _point2.Y;
                radial = (float)(_radius - Math.Sqrt(dx * dx + dy * dy)) / _radius;
                if (radial < 0)
                {
                    radial = 0;
                }
                if (radial > 1)
                {
                    radial = 1;
                }

                if (_pan)
                {
                    float d = -dx / _radius;
                    if (d < -1)
                    {
                        d = -1;
                    }
                    else if (d > 1)
                    {
                        d = 1;
                    }
                    if (_sound != null)
                    {
                        _sound.Pan = d;
                    }
                }
            }

            //Cross-fading volume control
            if (_fadeOutTimer > 0)
            {
                _fadeOutTimer -= FlxG.elapsed;
                if (_fadeOutTimer <= 0)
                {
                    if (_pauseOnFadeOut)
                    {
                        pause();
                    }
                    else
                    {
                        stop();
                    }
                }
                fade = _fadeOutTimer / _fadeOutTotal;
                if (fade < 0)
                {
                    fade = 0;
                }
            }
            else if (_fadeInTimer > 0)
            {
                _fadeInTimer -= FlxG.elapsed;
                fade          = _fadeInTimer / _fadeInTotal;
                if (fade < 0)
                {
                    fade = 0;
                }
                fade = 1 - fade;
            }

            _volumeAdjust = radial * fade;
            updateTransform();
        }
Example #3
0
 /**
  * Checks to see if some <code>FlxObject</code> object overlaps this <code>FlxObject</code> object.
  *
  * @param	Object	The object being tested.
  *
  * @return	Whether or not the two objects overlap.
  */
 public virtual bool overlaps(FlxObject Object)
 {
     _point = getScreenXY();
     float tx = _point.X;
     float ty = _point.Y;
     _point = Object.getScreenXY();
     if((_point.X <= tx-Object.width) || (_point.X >= tx+width) || (_point.Y <= ty-Object.height) || (_point.Y >= ty+height))
         return false;
     return true;
 }