public bool directionFree(float x, float y, ACharacter.EOrientation ort) { switch (ort) { case ACharacter.EOrientation.LEFT: return (!pixelIsWall(x - 5, y) && !pixelIsWall(x - 5, y - 3) && !pixelIsWall(x - 5, y + 3)); case ACharacter.EOrientation.RIGHT: return (!pixelIsWall(x + 5, y) && !pixelIsWall(x + 5, y + 3) && !pixelIsWall(x + 5, y - 3)); case ACharacter.EOrientation.UP: return (!pixelIsWall(x, y - 5) && !pixelIsWall(x - 3, y - 5) && !pixelIsWall(x + 3, y - 5)); case ACharacter.EOrientation.DOWN: return (!pixelIsWall(x, y + 5) && !pixelIsWall(x + 3, y + 5) && !pixelIsWall(x - 3, y + 5)); default: break; } return false; }
internal ACharacter.EOrientation getPacManDirection(Hero h, ACharacter m) { int x = (int)((m.getX() - h.getX()) / 8); // POSITIF == LEFT NEGATIF == RIGHT int y = (int)((m.getY() - h.getY()) / 8); // POSITIF == UP NEGATIF == DOWN if (Math.Abs(x) > Math.Abs(y)) { return(x > 0 ? ACharacter.EOrientation.LEFT : ACharacter.EOrientation.RIGHT); } return(y > 0 ? ACharacter.EOrientation.UP : ACharacter.EOrientation.DOWN); }
public bool isTouching(ACharacter o) { return(hitBox_.Intersects(o.hitBox_)); }
public bool isTouching(ACharacter o) { return hitBox_.Intersects(o.hitBox_); }
internal bool intersection(float x, float y, ACharacter.EOrientation ort) { int i = 0; if (!pixelIsWall(x - 5, y) && !pixelIsWall(x - 5, y - 3) && !pixelIsWall(x - 5, y + 3)) i++; if (!pixelIsWall(x + 5, y) && !pixelIsWall(x + 5, y + 3) && !pixelIsWall(x + 5, y - 3)) i++; if (!pixelIsWall(x, y - 5) && !pixelIsWall(x - 3, y - 5) && !pixelIsWall(x + 3, y - 5)) i++; if (!pixelIsWall(x, y + 5) && !pixelIsWall(x + 3, y + 5) && !pixelIsWall(x - 3, y + 5)) i++; return (i > 2); }
internal ACharacter.EOrientation getPacManDirection(Hero h, ACharacter m) { int x = (int)((m.getX() - h.getX()) / 8); // POSITIF == LEFT NEGATIF == RIGHT int y = (int)((m.getY() - h.getY()) / 8); // POSITIF == UP NEGATIF == DOWN if (Math.Abs(x) > Math.Abs(y)) return x > 0 ? ACharacter.EOrientation.LEFT : ACharacter.EOrientation.RIGHT; return y > 0 ? ACharacter.EOrientation.UP : ACharacter.EOrientation.DOWN; }