public bool istouching(game_object otherobject)
        {
            float distance = (float)Math.Sqrt((otherobject.getx() - this.location.X) * (otherobject.getx() - this.location.X)
                                              + (otherobject.gety() - this.location.Y) * (otherobject.gety() - this.location.Y));

            return(distance <= this.radius + otherobject.getradius());
        }
Exemple #2
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        public PointF pointnearestto(game_object dobject)
        {
            PointF nearestpoint = new PointF();

            //gives closest x to guy on wall
            if (dobject.getx() < this.left)
            {
                nearestpoint.X = this.left;
            }
            else if (dobject.getx() > this.left + this.width)
            {
                nearestpoint.X = this.left + this.width;
            }
            else
            {
                nearestpoint.X = dobject.getx();
            }

            //gives closest y point to guy on wall
            if (dobject.gety() < this.top)
            {
                nearestpoint.Y = this.top;
            }
            else if (dobject.gety() > this.top + this.height)
            {
                nearestpoint.Y = this.top + this.height;
            }
            else
            {
                nearestpoint.Y = dobject.gety();
            }

            return(nearestpoint);
        }
Exemple #3
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        public bool seeobject(game_object g)
        {
            PointF objloc = new PointF();

            objloc.X = g.getx();
            objloc.Y = g.gety();
            float xdifference = objloc.X - this.location.X;
            float ydifference = objloc.Y - this.location.Y;
            float targetangle = (float)(180f / Math.PI * Math.Atan2((double)-ydifference, (double)xdifference));

            if (targetangle < 0)
            {
                targetangle += 360;
            }
            float maxangle = (this.angle + visionangle);
            float minangle = (this.angle - visionangle);

            if (minangle < 0 && targetangle > 270)
            {
                minangle += 360;
                maxangle += 360;
            }
            else if (maxangle > 360 && targetangle < 90)
            {
                minangle -= 360;
                maxangle -= 360;
            }
            if (targetangle < minangle || targetangle > maxangle)
            {
                return(false);
            }
            foreach (wall w in MainForm.walllist)
            {
                if (game_object.checklineintersection(this.location.X, this.location.Y, objloc.X, objloc.Y, w.left, w.top, w.left + w.width, w.top))
                {
                    return(false);
                }
                if (game_object.checklineintersection(this.location.X, this.location.Y, objloc.X, objloc.Y, w.left, w.top, w.left, w.top + w.height))
                {
                    return(false);
                }
                if (game_object.checklineintersection(this.location.X, this.location.Y, objloc.X, objloc.Y, w.left + w.width, w.top + w.height, w.left, w.top + w.height))
                {
                    return(false);
                }
                if (game_object.checklineintersection(this.location.X, this.location.Y, objloc.X, objloc.Y, w.left + w.width, w.top, w.left + w.width, w.top + w.height))
                {
                    return(false);
                }
            }
            return(true);
        }