Esempio n. 1
0
 // Resolves problem where enemies can be recoiled on top of one another at the map's edge
 private void spreadApart(GameChar enemy)
 {
     foreach (GameChar otherEnemy in world.Enemies)
     {
         if (!enemy.Equals(otherEnemy)) // Ensure enemy is not referencing itself
         {
             if (enemy.Bounds.Intersects(otherEnemy.Bounds))
             {
                 // Enemy is left of other enemy
                 if (enemy.Position.X < otherEnemy.Position.X)
                 {
                     enemy.Position.X -= SpreadApartSpeed;
                 }
                 // Enemy is right of other enemy
                 else if (enemy.Position.X > otherEnemy.Position.X)
                 {
                     enemy.Position.X += SpreadApartSpeed;
                 }
                 // Enemy is above other enemy
                 if (enemy.Position.Y < otherEnemy.Position.Y)
                 {
                     enemy.Position.Y -= SpreadApartSpeed;
                 }
                 // Enemy is below other enemy
                 else if (enemy.Position.Y > otherEnemy.Position.Y)
                 {
                     enemy.Position.Y += SpreadApartSpeed;
                 }
                 enemy.SetBounds();
             }
         }
     }
 }
Esempio n. 2
0
        // Checks that a recoiled enemy does not land on top of any other enemies
        private bool checkForEnemyRecoilCollision(GameChar recoiled, Vector2 recoil)
        {
            bool    intersects = false;
            Vector2 futurePos  = new Vector2(recoiled.Position.X, recoiled.Position.Y);

            futurePos.X += recoil.X;
            futurePos.Y += recoil.Y;
            Rectangle futureBounds = new Rectangle(recoiled.Bounds.X, recoiled.Bounds.Y, recoiled.Bounds.Width, recoiled.Bounds.Height);

            futureBounds.X = (int)(futurePos.X - futureBounds.Width / 2);
            futureBounds.Y = (int)(futurePos.Y - futureBounds.Height / 2);
            foreach (GameChar enemy in world.Enemies)
            {
                if (!recoiled.Equals(enemy)) // Ensure enemy is not referencing itself
                {
                    if (futureBounds.Intersects(enemy.Bounds))
                    {
                        intersects = true;
                        break;
                    }
                }
            }
            return(intersects);
        }