public void LeftCollision() { e1.Shape.Position = new Vec2F(0.1f, 0.1f); e2.Shape.Position = new Vec2F(0.05f, 0.1f); Assert.AreEqual(TaxiCollision.Collision(e1, e2), true); }
public void NoCollision() { e1.Shape.Position = new Vec2F(0.1f, 0.1f); e2.Shape.Position = new Vec2F(0.3f, 0.3f); Assert.AreEqual(TaxiCollision.Collision(e1, e2), false); }
/// <summary> /// Checks if the taxi has collided with the environment, whereby the game is over. /// </summary> private void ItterateLevelSprites() { level.LevelSprites.Iterate(delegate(Entity entity) { if (TaxiCollision.Collision(level.Player.Entity, entity)) { GameOver(); level.Player.Stall(); } }); }
/// <summary> /// Itterates over the different props and calls relevant methods. /// </summary> private void ItterateProps() { // since the player object keeps a platform, make sure it is null when airborn if (level.Player.InFlight) { level.Player.Platform = null; } foreach (Prop p in level.Props) { p.PropSprites.Iterate(delegate(Entity entity) { if (TaxiCollision.Collision(level.Player.Entity, entity)) { switch (p.GetPropType()) { // if the player collides with a platform case PropType.Platform: var shape = level.Player.Entity.Shape; // the taxi crashes if it lands at too much speed if (shape.AsDynamicShape().Direction.Y < -0.003f) { GameOver(); } // othwerwise the taxi is stopped, and moved a tiny bit // above the platform to prevent further collsions level.Player.Stall(); shape.Position.Y = entity.Shape.Position.Y + entity.Shape.Extent.Y + 0.001f; level.Player.Platform = (Platform)p; if (level.Customer.Destination == (Platform)p) { NextCustomer(); } break; case PropType.Exit: // if the current customer is airborn and the exit is reached // go to the next level if (level.Customer.InFlight && level.Customer.Destination == null) { NextCustomer(); } else { GameOver(); } break; } } }); } }
/// <summary> /// Moves the customer towards the taxi if they are on the same platform. /// Then checks for a collision between the taxi and the player. /// Note that the customer is never moved when inside the taxi, instead /// the customer is simply made invisible. /// </summary> private void UpdateCustomer() { // if the customer is inside the taxi, none of this applies if (level.Customer.InFlight) { return; } // shorthand for public fields. var shapeC = level.Customer.Entity.Shape; var shapeP = level.Player.Entity; // if the taxi collides with the customer, make sure the taxi is static if (TaxiCollision.Collision(shapeP, level.Customer.Entity)) { if (shapeP.Shape.AsDynamicShape().Direction.Y != 0f) { GameOver(); } else { level.Customer.InFlight = true; } } // if the taxi is on the platform of a customer, move the customer towards the taxi if (level.Player.Platform == level.Customer.Platform) { var pos = shapeP.Shape.Position.X; if (pos > shapeC.Position.X) { shapeC.Position.X += 0.002f; } else { shapeC.Position.X -= 0.002f; } } }