Esempio n. 1
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 public CollisionTestSettings(Type entityType, CollisionBoxType myBoxType, CollisionBoxType otherBoxType, float maxZDistance = 10)
 {
     this.requiredType      = entityType;
     this.collisionBoxType1 = myBoxType;
     this.collisionBoxType2 = otherBoxType;
     this.requiredFlags     = PhysicsFlags.None;
     this.maxZDistance      = maxZDistance;
 }
Esempio n. 2
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 public bool IsMeetingEntity(Entity other, CollisionBoxType collisionBoxType, int maxZDistance = 10)
 {
     if (collisionBoxType == CollisionBoxType.Hard)
     {
         return(IsHardMeetingEntity(other));
     }
     return(IsSoftMeetingEntity(other, maxZDistance));
 }
Esempio n. 3
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        //-----------------------------------------------------------------------------
        // Custom Collision Setup
        //-----------------------------------------------------------------------------

        public Rectangle2F GetCollisionBox(CollisionBoxType type)
        {
            if (type == CollisionBoxType.Hard)
            {
                return(collisionBox);
            }
            return(softCollisionBox);
        }
Esempio n. 4
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 public CollisionBox(Player player)
 {
     this.player = null;
     type = CollisionBoxType.Attackbox;
     color = Color.White;
     rectangle = new Rectangle(0, 0, 0, 0);
     damage = 0;
     knockBack = 0;
 }
Esempio n. 5
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 public CollisionTestSettings(Type entityType, Rectangle2F myBox, Rectangle2F otherBox, float maxZDistance = 10)
 {
     this.requiredType      = entityType;
     this.collisionBox1     = myBox;
     this.collisionBox2     = otherBox;
     this.collisionBoxType1 = CollisionBoxType.Custom;
     this.collisionBoxType2 = CollisionBoxType.Custom;
     this.requiredFlags     = PhysicsFlags.None;
     this.maxZDistance      = maxZDistance;
 }
Esempio n. 6
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        // Return a list of entities colliding with this entity.
        public IEnumerable <T> GetEntitiesMeeting <T>(Rectangle2I myCollisionBox, CollisionBoxType otherCollisionBoxType, int maxZDistance = 10) where T : Entity
        {
            CollisionTestSettings settings = new CollisionTestSettings(typeof(T), myCollisionBox, otherCollisionBoxType, maxZDistance);

            for (int i = 0; i < entity.RoomControl.Entities.Count; i++)
            {
                T other = entity.RoomControl.Entities[i] as T;
                if (other != null && CollisionTest.PerformCollisionTest(entity, other, settings).IsColliding)
                {
                    yield return(other);
                }
            }
        }
Esempio n. 7
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        // Return a list of tiles colliding with this entity (solidity is ignored).
        public IEnumerable <Tile> GetTilesMeeting(Vector2F position, CollisionBoxType collisionBoxType)
        {
            // Find the rectangular area of nearby tiles to collide with.
            Rectangle2F myBox = GetCollisionBox(collisionBoxType);

            myBox.Point += position;
            myBox.Inflate(2, 2);
            Rectangle2I area = entity.RoomControl.GetTileAreaFromRect(myBox, 1);

            // Iterate the tiles in the area.
            foreach (Tile t in entity.RoomControl.GetTilesInArea(area))
            {
                if (t.CollisionModel != null &&
                    CollisionModel.Intersecting(t.CollisionModel, t.Position, collisionBox, position))
                {
                    yield return(t);
                }
            }
        }
Esempio n. 8
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        private Point2I ledgeTileLocation;                                      // The tile location of the ledge we are currently passing over, or (-1, -1) if not passing over ledge.


        //-----------------------------------------------------------------------------
        // Constructors
        //-----------------------------------------------------------------------------

        // By default, physics are disabled.
        public PhysicsComponent(Entity entity)
        {
            this.isEnabled                = false;
            this.flags                    = PhysicsFlags.None;
            this.entity                   = entity;
            this.velocity                 = Vector2F.Zero;
            this.zVelocity                = 0.0f;
            this.previousVelocity         = Vector2F.Zero;
            this.previousZVelocity        = 0.0f;
            this.gravity                  = GameSettings.DEFAULT_GRAVITY;
            this.maxFallSpeed             = GameSettings.DEFAULT_MAX_FALL_SPEED;
            this.collisionBox             = new Rectangle2F(-1, -1, 2, 2);
            this.softCollisionBox         = new Rectangle2F(-1, -1, 2, 2);
            this.topTile                  = null;
            this.isColliding              = false;
            this.autoDodgeDistance        = 6;
            this.autoDodgeSpeed           = 1.0f;
            this.hasLanded                = false;
            this.reboundVelocity          = Vector2F.Zero;
            this.ledgeAltitude            = 0;
            this.ledgeTileLocation        = new Point2I(-1, -1);
            this.roomEdgeCollisionBoxType = CollisionBoxType.Hard;

            this.crushMaxGapSize = 0;
            this.edgeClipAmount  = 1;

            this.collisionInfo         = new CollisionInfo[Directions.Count];
            this.previousCollisionInfo = new CollisionInfo[Directions.Count];
            for (int i = 0; i < Directions.Count; i++)
            {
                collisionInfo[i].Clear();
                previousCollisionInfo[i].Clear();
            }

            this.MovementCollisions = new bool[4];
            this.ClipCollisionInfo  = new CollisionInfoNew[4];
            for (int i = 0; i < 4; i++)
            {
                ClipCollisionInfo[i] = new CollisionInfoNew();
            }
        }
Esempio n. 9
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 public CollisionTestSettings(Type entityType, Rectangle2F myBox, Rectangle2F otherBox, float maxZDistance = 10)
 {
     this.requiredType		= entityType;
     this.collisionBox1		= myBox;
     this.collisionBox2		= otherBox;
     this.collisionBoxType1	= CollisionBoxType.Custom;
     this.collisionBoxType2	= CollisionBoxType.Custom;
     this.requiredFlags		= PhysicsFlags.None;
     this.maxZDistance		= maxZDistance;
 }
Esempio n. 10
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 public CollisionTestSettings(Type entityType, CollisionBoxType myBoxType, CollisionBoxType otherBoxType, float maxZDistance = 10)
 {
     this.requiredType		= entityType;
     this.collisionBoxType1	= myBoxType;
     this.collisionBoxType2	= otherBoxType;
     this.requiredFlags		= PhysicsFlags.None;
     this.maxZDistance		= maxZDistance;
 }
Esempio n. 11
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 public bool IsCollidingWith(Entity other, CollisionBoxType myBoxType, CollisionBoxType otherBoxType, int maxZDistance = 10)
 {
     return(CollisionTest.PerformCollisionTest(entity, other,
                                               new CollisionTestSettings(null, myBoxType, otherBoxType, maxZDistance)).IsColliding);
 }
Esempio n. 12
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 public bool IsCollidingWith(Entity other, CollisionBoxType collisionBoxType, int maxZDistance = 10)
 {
     return(IsCollidingWith(other, collisionBoxType, collisionBoxType, maxZDistance));
 }
Esempio n. 13
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        //-----------------------------------------------------------------------------
        // Collision Iteration
        //-----------------------------------------------------------------------------

        public IEnumerable <Tile> GetTilesMeeting(CollisionBoxType collisionBoxType)
        {
            return(GetTilesMeeting(entity.Position, collisionBoxType));
        }