Exemple #1
0
        /// <summary>
        /// Paces back and forth along a platform, waiting at either end.
        /// </summary>
        public virtual void Update(GameTime gameTime)
        {
            float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;

            // Calculate tile position based on the side we are walking towards.
            float posX  = Position.X + localBounds.Width / 2 * (int)direction;
            int   tileX = (int)Math.Floor(posX / Tile.Width) - (int)direction;
            int   tileY = (int)Math.Floor(Position.Y / Tile.Height);

            //if (waitTime > 0)
            //{
            //   // Wait for some amount of time.
            //   waitTime = Math.Max(0.0f, waitTime - (float)gameTime.ElapsedGameTime.TotalSeconds);
            //   if (waitTime <= 0.0f)
            //   {
            //      // Then turn around.
            //      direction = (FaceDirection)(-(int)direction);
            //   }
            //}
            //else
            //{
            // If we are about to run into a wall or off a cliff, start waiting.
            if (Level.GetCollision(tileX + (int)direction, tileY - 1) == TileCollision.Impassable ||
                Level.GetCollision(tileX + (int)direction, tileY) == TileCollision.Passable)
            {
                if (state == State.DeadSpinning)
                {
                    state = State.Dead;
                }
                else if (direction == FaceDirection.Left)
                {
                    direction = FaceDirection.Right;
                }
                else
                {
                    direction = FaceDirection.Left;
                }
            }
            else
            {
                // Move in the current direction.
                Vector2 Velocity = new Vector2((int)direction * velocity * elapsed, 0.0f);
                position += Velocity;
            }
            //}
        }
Exemple #2
0
        /// <summary>
        /// Detects and resolves all collisions between the collectable and the neighboring
        /// tiles. When a collision is detected, the collectable is pushed away along one
        /// axis to prevent overlapping. There is some special logic for the Y axis to
        /// handle platforms which behave differently depending on direction of movement.
        /// </summary>
        private void HandleCollisions()
        {
            // Get the collectable's bounding rectangle and find neighboring tiles.
            Rectangle bounds     = BoundingRectangle;
            int       leftTile   = (int)Math.Floor((float)bounds.Left / Tile.Width);
            int       rightTile  = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1;
            int       topTile    = (int)Math.Floor((float)bounds.Top / Tile.Height);
            int       bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1;

            // Reset flag to search for ground collision.
            isOnGround = false;

            // For each potentially colliding tile,
            for (int y = topTile; y <= bottomTile; ++y)
            {
                for (int x = leftTile; x <= rightTile; ++x)
                {
                    // If this tile is collidable,
                    TileCollision collision = Level.GetCollision(x, y);
                    if (collision != TileCollision.Passable)
                    {
                        // Determine collision depth (with direction) and magnitude.
                        Rectangle tileBounds = Level.GetBounds(x, y);
                        Vector2   depth      = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds);
                        if (depth != Vector2.Zero)
                        {
                            float absDepthX = Math.Abs(depth.X);
                            float absDepthY = Math.Abs(depth.Y);

                            // Resolve the collision along the shallow axis.
                            if (absDepthY < absDepthX || collision == TileCollision.Platform)
                            {
                                // If we crossed the top of a tile, we are on the ground.
                                if (previousBottom <= tileBounds.Top)
                                {
                                    isOnGround = true;
                                }

                                // Ignore platforms, unless we are on the ground.
                                if (collision == TileCollision.Impassable || isOnGround)
                                {
                                    // Resolve the collision along the Y axis.
                                    Position = new Vector2(Position.X, Position.Y + depth.Y);

                                    // Perform further collisions with the new bounds.
                                    bounds = BoundingRectangle;
                                }
                            }
                            else if (collision == TileCollision.Impassable) // Ignore platforms.
                            {
                                // Resolve the collision along the X axis.
                                Position = new Vector2(Position.X + depth.X, Position.Y);
                                movement = -movement;

                                // Perform further collisions with the new bounds.
                                bounds = BoundingRectangle;
                            }
                        }
                    }
                }
            }

            // Save the new bounds bottom.
            previousBottom = bounds.Bottom;
        }