Exemple #1
0
        /// <summary>
        /// Confirm that this object is a neighbor and is still active in the game.
        /// </summary>
        /// <param name="gameObject">Object to check</param>
        /// <returns>Whether or not this object is a neighbor.</returns>
        public bool ValidateAsNeighbor(GameObject gameObject)
        {
            if (Game.Components.Contains(gameObject))
            {
                if (NeighborBoundary.Intersects(gameObject.Boundary))
                {
                    if (!NeighboringObjects.Contains(gameObject))
                    {
                        NeighboringObjects.Add(gameObject);
                    }

                    return(true);
                }
                else
                {
                    if (NeighboringObjects.Contains(gameObject))
                    {
                        NeighboringObjects.Remove(gameObject);
                    }
                }
            }
            else
            {
                if (NeighboringObjects.Contains(gameObject))
                {
                    NeighboringObjects.Remove(gameObject);
                }

                if (gameObject == Anchor)
                {
                    Anchor = null;
                }
            }
            return(false);
        }
Exemple #2
0
 /// <summary>
 /// Method called when player has landed on another game object.
 /// </summary>
 /// <param name="sender">Game object collided with.</param>
 /// <param name="args">Collision event arguments.</param>
 private void Landed(GameObject sender, CollisionEventArgs args)
 {
     if (sender.GetType() == typeof(Monster))
     {
         var monster = sender as Monster;
         NeighboringObjects.Remove(monster);
         monster.IsDead = true;
         ApplyForce(0, -10);
     }
 }
Exemple #3
0
        /// <summary>
        /// Move this object on it's X-coordinate.
        /// </summary>
        /// <param name="value">Value for this object to move.</param>
        public void MoveX(int value)
        {
            //Padded boundary for safe collision checks on smaller movements.
            var territoryBoundary = new Rectangle((int)X, (int)Y, Boundary.Width + 2, Boundary.Height + 2);

            //Determine if this movement can or cannot be made.
            bool canMoveRight = true;
            bool canMoveLeft  = true;

            //Checks if this object will be prevented by any solid game object neighbors.
            foreach (var no in NeighboringObjects.ToList())
            {
                if (territoryBoundary.Intersects(no.Boundary))
                {
                    var depth = RectangleExtensions.GetIntersectionDepth(territoryBoundary, no.Boundary);

                    if (depth.Y < -8 || depth.Y > 8)
                    {
                        if (depth.X < 0 && depth.X > -8)
                        {
                            canMoveRight = false;
                            OnRightCollided(no, new CollisionEventArgs()
                            {
                                Depth = depth
                            });
                        }
                        if (depth.X > 0 && depth.X < 8)
                        {
                            canMoveLeft = false;
                            OnLeftCollided(no, new CollisionEventArgs()
                            {
                                Depth = depth
                            });
                        }
                    }
                }
            }

            if (value > 0 && canMoveRight)
            {
                X += value;
            }
            if (value < 0 && canMoveLeft)
            {
                X += value;
            }

            VelocityX = value;
        }
Exemple #4
0
        /// <summary>
        /// Updates neighbor collection and checks for colision.
        /// </summary>
        private void UpdateNeighbors()
        {
            foreach (var gameObject in NeighboringObjects.ToList())
            {
                if (ValidateAsNeighbor(gameObject))
                {
                    var depth         = RectangleExtensions.GetIntersectionDepth(Boundary, gameObject.Boundary);
                    var collisionArgs = new CollisionEventArgs()
                    {
                        Depth = depth
                    };

                    OnCollisionDetected(gameObject, collisionArgs);
                    CheckCollision(gameObject, collisionArgs);
                }
            }
        }