Esempio n. 1
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 /// <summary>
 /// Creates a new BombEntity.
 /// </summary>
 /// <param name="start"></param>
 public BombEntity()
 {
     CanCollide = true;
     Animation = new PlayerIdleAnimation();
     Size = Animation.SpriteSheet.CellSize;
     Size = Size * 0.5F;
     Origin.X = (Size.X - 72) / 2;
     Origin.Y = (Size.Y - 55) / 2;
     CollisionBox = new RectangleF(Origin.X, Origin.Y, 72, 55);
 }
Esempio n. 2
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        /// <summary>
        /// Creates a new FlameCreature.
        /// </summary>
        public FlameCreature()
        {
            // Animations
            IdleAnimation = new FlameMoveAnimation();
            MoveAnimation = new FlameMoveAnimation();
            Animation = IdleAnimation;

            // Size
            Size = Animation.SpriteSheet.CellSize;
            Origin.X = (Size.X - 72) / 2;
            Origin.Y = (Size.Y - 55) / 2 + 30F;
            CollisionBox = new RectangleF(Origin.X, Origin.Y, 72, 55);

            _WaitTime = 0F;
            _HurtWaitTime = 0F;
            Velocity.X = 120F;
        }
Esempio n. 3
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        /// <summary>
        /// Creates a new TurtleCreature.
        /// </summary>
        public TurtleCreature()
        {
            // Animations
            IdleAnimation = new TurtleIdleAnimation();
            SneezeAnimation = new TurtleSneezeAnimation();
            Animation = IdleAnimation;

            // Size
            Size = Animation.SpriteSheet.CellSize;
            Origin.X = (Size.X - 72) / 2;
            Origin.Y = (Size.Y - 55) / 2 + 20;
            CollisionBox = new RectangleF(Origin.X, Origin.Y, 72, 55);

            // Start
            _SneezeTime = 0.0f;
            _IdleTime = 5.0f;
        }
Esempio n. 4
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        /// <summary>
        /// Creates a new SparkyCreature.
        /// </summary>
        public SparkyCreature()
        {
            // Animations
            IdleAnimation = new SparkyIdleAnimation();
            ElectrocuteAnimation = new SparkyElectrocuteAnimation();
            Animation = IdleAnimation;

            // Size
            Size = Animation.SpriteSheet.CellSize;
            Origin.X = (Size.X - 72) / 2;
            Origin.Y = (Size.Y - 55) / 2;
            CollisionBox = new RectangleF(Origin.X, Origin.Y, 72, 55);

            _InitialY = 0F;
            _InitialYSet = false;
            _HurtWaitTime = 0F;

            Reset();
        }
Esempio n. 5
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        /// <summary>
        /// Gets a list of Entities that are colliding with this Entity.
        /// </summary>
        /// <param name="entities">The entities to check.</param>
        /// <param name="offset">The amount to offset the current position when checking collisions.</param>
        /// <param name="entityOffset">The amount to offset other entities when checking collisions.</param>
        /// <returns>A list of entities that intersect.</returns>
        public List<Entity> GetCollidingEntities(List<Entity> entities, Vector2 offset, Vector2 entityOffset)
        {
            RectangleF boundingBox = new RectangleF(GlobalCollisionBox.X + offset.X, GlobalCollisionBox.Y + offset.Y, GlobalCollisionBox.Width, GlobalCollisionBox.Height);
            List<Entity> result = new List<Entity>();

            foreach (Entity entity in entities) {
                RectangleF entityBoundingBox = new RectangleF(entity.GlobalCollisionBox.X + entityOffset.X, entity.GlobalCollisionBox.Y + entityOffset.Y, entity.GlobalCollisionBox.Width, entity.GlobalCollisionBox.Height);

                if (entity != this && entity.CanCollide && boundingBox.Intersects(entityBoundingBox)) {
                    // INTERSECTION!
                    result.Add(entity);
                }
            }

            return result;
        }
Esempio n. 6
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 /// <summary>
 /// Gets whether this RectangleF intersects with another RectangleF.
 /// </summary>
 /// <param name="rectangle">The rectangle to check.</param>
 /// <returns>Whether the rectangles intersect.</returns>
 public bool Intersects(RectangleF rectangle)
 {
     return !(rectangle.Left > Right ||
             rectangle.Right < Left ||
             rectangle.Top > Bottom ||
             rectangle.Bottom < Top);
 }
Esempio n. 7
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 /// <summary>
 /// Draws a texture on the screen.
 /// </summary>
 /// <param name="position">The position to draw the texture at.</param>
 /// <param name="rotation">How much to rotate the drawn texture.</param>
 /// <param name="size">The size of the texture.</param>
 /// <param name="texture">The texture to draw.</param>
 /// <param name="section">The part of the texture to draw.</param>
 /// <param name="tint">The tint to apply to the texture.</param>
 /// <param name="effects">Effects to apply to the texture.</param>
 public void DrawTexture(Vector2 position, float rotation, Vector2 size, Texture2D texture, RectangleF section = null, Color? tint = null, SpriteEffects effects = SpriteEffects.None)
 {
     // Draws using a Vector to avoid per-pixel movement. Calculates scale based on section size.
     if(section == null) {
         section = new RectangleF(0, 0, texture.Width, texture.Height);
     }
     _SpriteBatch.Draw(texture, position, section, tint ?? Color.White, rotation, Vector2.Zero, new Vector2(size.X / section.Width, size.Y / section.Height), effects, 0F);
 }