public GetCollision ( int x, int y ) : Enumeration.TileCollision | ||
x | int | |
y | int | |
Résultat | Enumeration.TileCollision |
public void HandleCollision() { if (this.Type == Enumeration.TileType.loose) { if (this.tileState.Value().state != Enumeration.StateTile.loosefall) { return; } Rectangle r = new Rectangle(Convert.ToInt32(Math.Truncate(Position.X)), Convert.ToInt32(Math.Truncate(Position.Y)), Tile.WIDTH, Tile.HEIGHT); Vector4 v = room.getBoundTiles(r); Rectangle tileBounds = room.GetBounds(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W))); Vector2 depth = RectangleExtensions.GetIntersectionDepth(tileBounds, r); Enumeration.TileType tileType = room.GetType(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W))); Enumeration.TileCollision tileCollision = room.GetCollision(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W))); //Tile tile = room.GetTile(new Vector2((int)v.X, (int)v.W)); if (tileCollision == Enumeration.TileCollision.Platform) { //if (tileType == Enumeration.TileType.floor) if (depth.Y >= Tile.HEIGHT - Tile.PERSPECTIVE) { lock (room.tilesTemporaney) { room.tilesTemporaney.Remove(this); } //Vector2 vs = new Vector2(this.Position.X, this.Position.Y); if (tileType == Enumeration.TileType.loose) { Loose l = (Loose)room.GetTile(Convert.ToInt32(Math.Truncate(v.X)), Convert.ToInt32(Math.Truncate(v.W))); l.Fall(true); } else { ((SoundEffect)Maze.dContentRes[PrinceOfPersiaGame.CONFIG_SOUNDS + "tile crashing into the floor".ToUpper()]).Play(); room.SubsTile(Coordinates, Enumeration.TileType.rubble); } } } //if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.HEIGHT - Tile.PERSPECTIVE) if (_position.Y >= RoomNew.BOTTOM_LIMIT - Tile.PERSPECTIVE) { //remove tiles from tilesTemporaney lock (room.tilesTemporaney) { room.tilesTemporaney.Remove(this); } //exit from DOWN room RoomNew roomDown = room.maze.DownRoom(room); room = roomDown; _position.Y = RoomNew.TOP_LIMIT - 10; lock (room.tilesTemporaney) { room.tilesTemporaney.Add(this); } } } }
public void isGround() { if (IsAlive == false) { return; } m_isOnGround = false; RoomNew room = null; Rectangle playerBounds = _position.Bounding; Vector2 v2 = SpriteRoom.getCenterTile(playerBounds); Rectangle tileBounds = SpriteRoom.GetBounds(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))); //Check if kid outside Room if (v2.X < 0) { room = Maze.LeftRoom(SpriteRoom); } else { room = SpriteRoom; } if (v2.Y > 2) { m_isOnGround = false; } else if (v2.Y < 0) { m_isOnGround = false; } else { if (room.GetCollision(Convert.ToInt32(Math.Truncate(v2.X)), Convert.ToInt32(Math.Truncate(v2.Y))) != Enumeration.TileCollision.Passable) { if (playerBounds.Bottom >= tileBounds.Bottom) { m_isOnGround = true; } } } if (m_isOnGround == false) { if (sprite.sequence.raised == false) { if (spriteState.Value().state == Enumeration.State.runjump) { spriteState.Add(Enumeration.State.rjumpfall, Enumeration.PriorityState.Force); sprite.PlayAnimation(spriteSequence, spriteState.Value()); } else { if (spriteState.Previous().state == Enumeration.State.runjump) { spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force, new Vector2(20, 15)); } else if (spriteState.Value().state != Enumeration.State.freefall) { spriteState.Add(Enumeration.State.stepfall, Enumeration.PriorityState.Force); } } //SpriteRoom.LooseShake(); //and for upper room... SpriteRoom.maze.UpRoom(SpriteRoom).LooseShake(); } return; } //IS ON GROUND! if (spriteState.Value().state == Enumeration.State.freefall) { //Align to tile x _position.Y = tileBounds.Bottom - _position._spriteRealSize.Y; //CHECK IF LOOSE ENERGY... int Rem = 0; Rem = Convert.ToInt32(Math.Truncate(Math.Abs(Position.Y - PositionFall.Y))) / Tile.REALHEIGHT; if (Rem == 0) { ((SoundEffect)Maze.dContentRes["Sounds/dos/falling echo".ToUpper()]).Play(); } else if (Rem >= 1 & Rem < 3) { ((SoundEffect)Maze.dContentRes["Sounds/dos/loosing a life falling".ToUpper()]).Play(); } else { ((SoundEffect)Maze.dContentRes["Sounds/dos/falling".ToUpper()]).Play(); //you should dead!!! DeadFall(); } Energy = Energy - Rem; spriteState.Add(Enumeration.State.crouch, Enumeration.PriorityState.Force, false); SpriteRoom.LooseShake(); } }