Esempio n. 1
0
        /// <summary>
        /// If the entity is simply colliding with terrain anywhere, it will raise an event.
        /// </summary>
        public void CheckSimpleTerrainCollision()
        {
            int[] q = GetNearbyTileIndexes();

            foreach (int index in q)
            {
                if (index >= 0 && index <= GameWorld.TileArray.Length - 1 && GameWorld.TileArray[index].IsSolid == true)
                {
                    if (CollRectangle.Intersects(GameWorld.TileArray[index].DrawRectangle))
                    {
                        CollidedWithTerrain(this, GameWorld.TileArray[index]);
                        break;
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Whether the entity is simply intersecting terrain.
        /// </summary>
        /// <returns></returns>
        public bool IsTouchingTerrain()
        {
            int[] q = GetNearbyTileIndexes();

            foreach (int quadrant in q)
            {
                if (quadrant >= 0 && quadrant <= GameWorld.TileArray.Length - 1 && GameWorld.TileArray[quadrant].IsSolid)
                {
                    if (CollRectangle.Intersects(GameWorld.TileArray[quadrant].DrawRectangle))
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Esempio n. 3
0
        /// <summary>
        /// This will check for terrain collision if entity implements ICollidable.
        /// </summary>
        private void CheckTerrainCollision()
        {
            int[] q = GetNearbyTileIndexes();

            //Solve Y collisions
            MoveBy(0, Velocity.Y);
            foreach (int quadrant in q)
            {
                if (quadrant >= 0 && quadrant < GameWorld.TileArray.Length)
                {
                    Tile tile = GameWorld.TileArray[quadrant];
                    if (quadrant >= 0 && quadrant < GameWorld.TileArray.Length && GameWorld.WorldData.IsTopDown ? tile.IsSolidTopDown : tile.IsSolid)
                    {
                        Rectangle tileRect = tile.DrawRectangle;
                        if (CollRectangle.Intersects(tileRect))
                        {
                            if (Velocity.Y > 0)
                            {
                                if (tile.CurrentCollisionType == Tile.CollisionType.FromAbove)
                                {
                                    // Do I know why I have to use the last position instead of the current? No. But does it work? Yes.
                                    if (_positionInLastFrame.Y + CollRectangle.Height * 2 / 3 > tile.DrawRectangle.Y)
                                    {
                                        continue;
                                    }

                                    if (WantsToMoveDownPlatform)
                                    {
                                        continue;
                                    }
                                }
                                CollidedWithTileBelow(this, tile);
                                CollidedWithTerrain(this, tile);
                            }
                            else if (tile.CurrentCollisionType == Tile.CollisionType.FromAbove)
                            {
                                continue;
                            }
                            else if (Velocity.Y < 0)
                            {
                                CollidedWithTileAbove(this, tile);
                                CollidedWithTerrain(this, tile);
                            }
                        }
                    }
                }
            }
            //Solve X Collisions
            MoveBy(Velocity.X, 0);
            foreach (int quadrant in q)
            {
                if (quadrant >= 0 && quadrant < GameWorld.TileArray.Length)
                {
                    Tile tile = GameWorld.TileArray[quadrant];
                    if (tile.CurrentCollisionType == Tile.CollisionType.FromAbove)
                    {
                        continue;
                    }
                    if (quadrant >= 0 && quadrant < GameWorld.TileArray.Length && GameWorld.WorldData.IsTopDown ? tile.IsSolidTopDown : tile.IsSolid)
                    {
                        Rectangle tileRect = tile.DrawRectangle;
                        if (CollRectangle.Intersects(tile.DrawRectangle))
                        {
                            if (Velocity.X > 0)
                            {
                                CollidedWithTileToRight(this, tile);
                                CollidedWithTerrain(this, tile);
                            }
                            else if (Velocity.X < 0)
                            {
                                CollidedWithTileToLeft(this, tile);
                                CollidedWithTerrain(this, tile);
                            }
                        }
                    }
                }
            }

            // Check for interactables updates.
            foreach (int quadrant in q)
            {
                Tile tile = GameWorld.GetTile(quadrant);
                if (tile.GetDrawRectangle().Intersects(CollRectangle))
                {
                    tile.OnEntityTouch(this);
                }
            }
        }