public virtual void HanldeCollisions(IPhysicsHandler physics, ITransform transform)
        {
            UpdateRectangle(transform.Position);
            Vector2 collisionDisplacment = new Vector2(0, 0);

            foreach (var collidableObject in collidableObstacles)
            {
                if (CollisionUtilities.CheckRectangleCollision(CollisionRectangle, collidableObject.CollisionRectangle)) //Check of er een collision is
                {
                    collisionDisplacment = collidableObject.CollisionFix(physics, this);                                 //Los collision op met collisionfix van object waartegen gebotst werd
                }
            }
            transform.Position += collisionDisplacment;
            UpdateRectangle(transform.Position);
            physics.CollisionLeft  = false;
            physics.CollisionRight = false;
            physics.OnGround       = false;
            physics.CollisionTop   = false;
            foreach (var objectB in collidableObstacles) //Check of je ergens opstaat of niet
            {
                objectB.CollisionCheck(CollisionRectangle, physics);
            }
            UpdateRectangle(transform.Position); //Opnieuw update want nieuwe positie
            CollisionRectangleOld = CollisionRectangle;
        }
 public override void HanldeCollisions(IPhysicsHandler physics, ITransform transform)
 {
     UpdateRectangle(transform.Position);
     foreach (var collidableObject in collidableObstacles)
     {
         if (CollisionUtilities.CheckRectangleCollision(CollisionRectangle, collidableObject.CollisionRectangle)) //Check of er een collision is
         {
             Explode(collidableObstacles);
         }
     }
     CollisionRectangleOld = CollisionRectangle;
 }
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 public override void HanldeCollisions(IPhysicsHandler physics, ITransform transform)
 {
     UpdateRectangle(transform.Position);
     foreach (var collidableObject in collidableObstacles)
     {
         if (CollisionUtilities.CheckRectangleCollision(CollisionRectangle, collidableObject.CollisionRectangle)) //Check of er een collision is
         {
             if (collidableObject.Parent is Human)
             {
                 ((Human)collidableObject.Parent).Health -= ((Bullet)Parent).Damage; //Als het mens is verminder HP met 1
                 ((Human)collidableObject.Parent).Hit     = true;
             }
             Parent.Alive = false; //Bullet destroys itself when hit
         }
     }
     CollisionRectangleOld = CollisionRectangle;
 }