Esempio n. 1
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 void Start()
 {
     for (int i = 0; i < textures.Length; i++)
     {
         SpriteStruct spriteStruct = new SpriteStruct();
         spriteStruct.sprite            = Resources.LoadAll <Sprite>(textures[i].name);
         spriteStruct.countWidthSprite  = Mathf.FloorToInt(textures[i].width / textureSize);
         spriteStruct.countHeightSprite = Mathf.FloorToInt(textures[i].height / textureSize);
         sprites.Add(spriteStruct);
     }
 }
Esempio n. 2
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        public static bool isCollidingTopRight(SpriteStruct sprite)
        {
            Vector2_Double collisionTopRight = new Vector2_Double((sprite.position_wp.X + sprite.size.X) / World.BLOCK_SIZE, (sprite.position_wp.Y - 1) / World.BLOCK_SIZE);

            return(World.blocks[(int)collisionTopRight.X + (int)collisionTopRight.Y * (int)World.WORLD_SIZE.X].solid);
        }
Esempio n. 3
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        public static bool isCollidingMiddleRightSide(SpriteStruct sprite)
        {
            Vector2_Double sideCollisionMiddleRight = new Vector2_Double((sprite.position_wp.X + sprite.size.X + 1) / World.BLOCK_SIZE, (sprite.position_wp.Y + (sprite.size.Y / 2)) / World.BLOCK_SIZE);

            return(World.blocks[(int)sideCollisionMiddleRight.X + (int)sideCollisionMiddleRight.Y * (int)World.WORLD_SIZE.X].solid);
        }
Esempio n. 4
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        public static bool isCollidingBottomRightPlus(SpriteStruct sprite) // TODO
        {
            Vector2_Double gravityCollisionBottomRight = new Vector2_Double((sprite.position_wp.X + sprite.size.X) / World.BLOCK_SIZE, (sprite.position_wp.Y + sprite.size.Y + 5) / World.BLOCK_SIZE);

            return(World.blocks[(int)gravityCollisionBottomRight.X + (int)gravityCollisionBottomRight.Y * (int)World.WORLD_SIZE.X].solid);
        }
Esempio n. 5
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        public static bool isCollidingBottomLeftSide(SpriteStruct sprite)
        {
            Vector2_Double sideCollisionBottomLeft = new Vector2_Double((sprite.position_wp.X - 1) / World.BLOCK_SIZE, (sprite.position_wp.Y + sprite.size.Y - (sprite.size.Y / 4)) / World.BLOCK_SIZE);

            return(World.blocks[(int)sideCollisionBottomLeft.X + (int)sideCollisionBottomLeft.Y * (int)World.WORLD_SIZE.X].solid);
        }