Esempio n. 1
0
        /// <summary>
        /// Checks for relevant collisions between sprites and calls the appropriate methods to act on them
        /// </summary> 
        public static void CheckCollisions()
        {
            List<Collision> collisions = new List<Collision>();
            foreach (Item item in ItemManager.levelItems)
            {
                foreach (Player player in PlayerManager.players)
                {
                    Collision c = new Collision(item, player);
                    if (c.isColliding)
                    {
                        collisions.Add(c);
                    }
                }
            }

            foreach (Collision c in collisions)
            {
                ItemManager.Collect(c.prop, c.actor as Item);
            }

            foreach (Player player in PlayerManager.players)
            {
                int playerBlockX = (int)Math.Floor(player.position.X / Block.WIDTH);
                int playerBlockY = (int)Math.Floor(player.position.Y / Block.HEIGHT);
                foreach (Block block in Level.GetInstance().MapSection(playerBlockY, playerBlockY + 1, playerBlockX, playerBlockX + 1))
                //foreach (Block block in game.getLevel().getMapSection(0, 100, 0, 100))
                {
                    Collision c = new Collision(block, player);
                    if (c.isColliding)
                    {
                        block.Collide(c);
                    }
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Handles a collision with the block
        /// </summary>
        /// <param name="collision">Collision to handle</param>
        public void Collide(Collision collision)
        {
            if (collision.isColliding)
            {
                if (onStep)
                {
                    if (collision.isOverlapping)
                    {
                        applyEffects(collision.prop);
                        isBeingSteppedOn = true;
                    }
                    else
                    {
                        isBeingSteppedOn = false;
                    }

                }
                else
                {
                    applyEffects(collision.prop);
                }
                //determines passibility
                Sprite prop = collision.prop;
                // if the passability condition is met, dont check passability
                if (passabilityCondition != null && !passabilityCondition.CheckCondition())
                {
                    for (int edge = RIGHT; edge <= TOP; edge++)
                    {
                        if (passability[INSIDE, edge] != PASSABLE && collision.edges[edge] == Collision.INTERNAL_COLLISION)
                        {
                            if (edge == RIGHT || edge == LEFT)
                            {
                                prop.position.X = prop.oldPosition.X;
                            }

                            if (edge == BOTTOM || edge == TOP)
                            {
                                prop.position.Y = prop.oldPosition.Y;
                            }

                        }

                        if (passability[OUTSIDE, edge] != PASSABLE && collision.edges[edge] == Collision.EXTERNAL_COLLISION)
                        {
                            if (edge == RIGHT || edge == LEFT)
                            {
                                prop.position.X = prop.oldPosition.X;
                            }

                            if (edge == BOTTOM || edge == TOP)
                            {
                                prop.position.Y = prop.oldPosition.Y;
                            }
                        }
                    }
                }
            }
        }
Esempio n. 3
0
 public void Update(float elapsedTime)
 {
     if (Vector2.Distance(enemy.initialPosition, enemy.chasing.position)
         > enemy.wanderRadius
         && Vector2.Distance(enemy.position, enemy.chasing.position)
         > enemy.sightRadius)
     {
         enemy.enemyState = new RelaxState(enemy, 0);
     }
     Collision c = new Collision(enemy, enemy.chasing);
     if (c.isColliding)
     {
         foreach (Effect effect in enemy.effects)
         {
             effect.Apply(enemy.chasing);
         }
         enemy.enemyState = new RelaxState(enemy, Enemy.RELAX_TIME_ON_HIT);
     }
     enemy.chaseAI.Update(elapsedTime, enemy);
 }