Esempio n. 1
0
        public Vector2 GetIntersectionDepth(MainGuiObject obj)
        {
            Vector4 thisBounds = this.Bounds;
            Vector4 thatBounds = obj.Bounds;

            return(GetIntersectionDepth(thisBounds, thatBounds));
        }
Esempio n. 2
0
 public void AddGuiObject(MainGuiObject guiObject)
 {
     if (_guiObjects.ContainsKey(guiObject.Group))
     {
         _guiObjects[guiObject.Group].Add(guiObject);
     }
     else
     {
         _guiObjects.Add(guiObject.Group, new List <MainGuiObject>()
         {
             guiObject
         });
     }
 }
Esempio n. 3
0
        // This is where all the physics logic gets set.
        public override void PreUpdate(GameTime gameTime)
        {
            // projectedVerticalSpeed is assumed to be gravity unless otherwise determined.
            float projectedVerticalSpeed = AverageSpeed.Y;

            // Assume not moving in a direction horizontally.
            float projectedHorizontalSpeed = 0;

            Vector4 nextBounds = this.Bounds;

            nextBounds.Y += AverageSpeed.Y;
            Dictionary <Group, List <MainGuiObject> > guiObjects = Level.GetAllGuiObjects();

            // WARNING DUPLICATE CODE COMING UP, WILL FIX IN NEXT SPRINT.


            // Vertical.
            IEnumerable <Tuple <Vector2, MainGuiObject> > verticallyHitPlatforms = guiObjects.SelectMany(kv => kv.Value).Select(p =>
            {
                if (VerticalPass && p.Group == Group.VerticalPassable)
                {
                    return new { bounds = Vector2.Zero, select = false, obj = MainGuiObject.EmptyVessel }
                }
                ;
                var bounds       = MainGuiObject.GetIntersectionDepth(nextBounds, p.Bounds);
                float platHeight = p.Size.Y;
                //return bounds != Vector2.Zero && bounds.Y <= 0 && bounds.Y >= -platHeight;

                return(new { bounds = bounds, select = bounds != Vector2.Zero && bounds.Y <= 0 && bounds.Y >= -platHeight, obj = p });
            }).Where(o => o.select).Select(o => new Tuple <Vector2, MainGuiObject>(o.bounds, o.obj));;

            //Pick shortest depth as that's the one we care about presumably.
            Tuple <Vector2, MainGuiObject> verticallyHitPlatformTuple = verticallyHitPlatforms.OrderBy(p => Math.Abs(p.Item1.Y)).FirstOrDefault();            // Will unfortunately have to do some better logic later.

            if (verticallyHitPlatformTuple != null)
            {
                MainGuiObject verticallyHitPlatform = verticallyHitPlatformTuple.Item2;
                float         platHeight            = verticallyHitPlatform.Size.Y;
                float         bumpLeeway            = Position.Y + Size.Y - platHeight;
                Vector2       bounds = GetIntersectionDepth(verticallyHitPlatform);
                // If the object is moving downwards, and is below the top of the platform, push it back up.
                if (!StopGravity && bounds.Y <= 0 && bounds.Y >= -AverageSpeed.Y * 2)
                {
                    // fix offset
                    Position = new Vector2(Position.X, Position.Y + bounds.Y + 1);
                    projectedVerticalSpeed = 0;
                    IsLanded = true;
                }
            }


            // Horizontal

            // Make this check more groups... in an elegant way.
            IEnumerable <Tuple <Vector2, MainGuiObject> > horizontallyHitPlatforms = guiObjects.Where(g => g.Key == Group.ImpassableIncludingMagic).SelectMany(kv => kv.Value).Select(p =>
            {
                var bounds      = MainGuiObject.GetIntersectionDepth(nextBounds, p.Bounds);
                float platWidth = p.Size.X;
                return(new { bounds = bounds, select = bounds != Vector2.Zero && Math.Abs(bounds.X) > 0 && Math.Abs(bounds.X) <= platWidth, obj = p });
            }).Where(o => o.select).Select(o => new Tuple <Vector2, MainGuiObject>(o.bounds, o.obj));
            //Pick shortest depth as that's the one we care about presumably.
            Tuple <Vector2, MainGuiObject> horizontallyHitPlatformTuple = horizontallyHitPlatforms.OrderBy(p => Math.Abs(p.Item1.X)).FirstOrDefault();            // Will unfortunately have to do some better logic later.

            if (horizontallyHitPlatformTuple != null)
            {
                MainGuiObject horizontallyHitPlatform = horizontallyHitPlatformTuple.Item2;
                float         platWidth  = horizontallyHitPlatform.Size.X;
                float         bumpLeeway = Position.X + Size.X - platWidth;
                Vector2       bounds     = GetIntersectionDepth(horizontallyHitPlatform);
                // If the object is moving downwards, and is below the top of the platform, push it back up.
                if (Math.Abs(bounds.X) > 0 && Math.Abs(bounds.X) <= AverageSpeed.X)
                {
                    // fix offset
                    Position = new Vector2(Position.X + bounds.X, Position.Y);
                    projectedHorizontalSpeed = 0;
                }
            }

            // Move object if needed.
            CurrentMovement = new Vector2(projectedHorizontalSpeed, projectedVerticalSpeed);

            PostPhysicsPreUpdate(gameTime);
        }