Esempio n. 1
0
        static public void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            while (pNodeA != null)
            {
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    ColRect rectA = pNodeA.GetColObject().poColRect;
                    ColRect rectB = pNodeB.GetColObject().poColRect;

                    if (ColRect.Intersect(rectA, rectB))
                    {
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    pNodeB = (GameObject)Iterator.GetSibling(pNodeB);
                }

                pNodeA = (GameObject)Iterator.GetSibling(pNodeA);
            }
        }
Esempio n. 2
0
        static public void FwdCollide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            // A vs B
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            while (pNodeA != null)
            {
                // Restart compare
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    // who is being tested?
                    //Debug.WriteLine("ColPair:    test:  {0}({2}), {1}({3})", pNodeA.name, pNodeB.name, pNodeA.GetHashCode(), pNodeB.GetHashCode());

                    // Get rectangles
                    ColRect rectA = pNodeA.GetColObject().poColRect;
                    ColRect rectB = pNodeB.GetColObject().poColRect;

                    // test them
                    if (ColRect.Intersect(rectA, rectB))
                    {
                        // Boom - it works (Visitor in Action)
                        // Debug.WriteLine("Collision Detected!");
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    pNodeB = (GameObject)pNodeB.GetNextSibling();
                }

                pNodeA = (GameObject)pNodeA.GetNextSibling();
            }
        }
Esempio n. 3
0
        public static void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            // A vs B
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            //     Debug.WriteLine("\nColPair: start {0}, {1}", pNodeA.name, pNodeB.name);
            while (pNodeA != null)
            {
                // Restart compare
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    // who is being tested?
                    //Debug.WriteLine("ColPair: collide:  {0}, {1}", pNodeA.GetName(), pNodeB.GetName());

                    // Get rectangles
                    ColRect rectA = pNodeA.GetColObject().poColRect;
                    ColRect rectB = pNodeB.GetColObject().poColRect;

                    // test them
                    if (ColRect.Intersect(rectA, rectB))
                    {
                        // Boom - it works (Visitor in Action)
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    pNodeB = (GameObject)pNodeB.pSibling;
                }
                pNodeA = (GameObject)pNodeA.pSibling;
            }
        }
        override public void Notify(float xCurs, float yCurs)
        {
            var inter = ColRect.Intersect(this.pFont.pFontSprite.pColRect, new ColRect(xCurs, yCurs, 1, 1));

            if (!this.pState && inter)
            {
                Sound.Name sound = Sound.Name.Uninitialized;
                switch (this.pRandom.Next(0, 3))
                {
                case (0):
                    sound = Sound.Name.Invader1;
                    break;

                case (1):
                    sound = Sound.Name.Invader2;
                    break;

                case (2):
                    sound = Sound.Name.Invader3;
                    break;

                case (3):
                    sound = Sound.Name.Invader4;
                    break;
                }
                SoundMan.PlaySound(sound);
                this.pFont.SetColor(1.0f, 1.0f, 1.0f);
                this.pState = true;
            }
            else if (!inter)
            {
                this.pState = false;
                this.pFont.SetColor(0.60f, 0.60f, 0.60f);
            }
        }
Esempio n. 5
0
        static public void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;



            while (pNodeA != null)
            {
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    //Debug.WriteLine("ColPair:    test:  {0}, {1}", pNodeA.GetName(), pNodeB.GetName() );

                    ColRect rectA = pNodeA.GetColObject().poColRect;
                    ColRect rectB = pNodeB.GetColObject().poColRect;

                    //check if their is a collision
                    if (ColRect.Intersect(rectA, rectB))
                    {
                        //then see what the reaction is
                        pNodeA.Accept(pNodeB);

                        break;
                    }

                    pNodeB = (GameObject)Iterator.GetSibling(pNodeB);
                }

                pNodeA = (GameObject)Iterator.GetSibling(pNodeA);
            }
        }
Esempio n. 6
0
        static public void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            // A vs B
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            while (pNodeA != null)
            {
                // Restart compare
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    // Get rectangles
                    ColRect rectA = pNodeA.poColObj.poColRect;
                    ColRect rectB = pNodeB.poColObj.poColRect;

                    // test them
                    if (ColRect.Intersect(rectA, rectB))
                    {
                        // Boom - it works (Visitor in Action)
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    pNodeB = (GameObject)Iterator.GetSibling(pNodeB);
                }

                pNodeA = (GameObject)Iterator.GetSibling(pNodeA);
            }
        }
Esempio n. 7
0
 override public void Notify(float xCurs, float yCurs)
 {
     if (ColRect.Intersect(this.pFont.pFontSprite.pColRect, new ColRect(xCurs, yCurs, 1, 1)))
     {
         SceneContext.SetState(SceneContext.Scene.Select);
     }
 }
 override public void Notify(float xCurs, float yCurs)
 {
     if (ColRect.Intersect(this.pFont.pFontSprite.pColRect, new ColRect(xCurs, yCurs, 1, 1)))
     {
         SceneContext.SetState(SceneContext.Scene.Aliens);
         SoundMan.PlaySound(Sound.Name.Shoot);
     }
 }
Esempio n. 9
0
        //FOR THE RECORD
        //I'm not proud of this, but i created another collision with a slight difference for columns
        // i'm breaking the D.R.Y rule, but i'm sucking right now
        static public void CollideColumns(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

            while (pNodeA != null)
            {
                pNodeB = pSafeTreeB;

                while (pNodeB != null)
                {
                    //Debug.WriteLine("ColPair:    test:  {0}, {1}", pNodeA.GetName(), pNodeB.GetName());

                    ColRect rectA = pNodeA.GetColObject().poColRect;
                    ColRect rectB = pNodeB.GetColObject().poColRect;

                    //check if their is a collision
                    if (ColRect.Intersect(rectA, rectB))
                    {
                        //then see what the reaction is
                        pNodeA.Accept(pNodeB);
                        break;
                    }

                    //this is the change and questionable part
                    //finicky when the aliens weren't close enough
                    Component pComp = (Component)pNodeB.pNext;

                    //Checked all the Columns and there weren't any collisions so... continue
                    if (pComp == null)
                    {
                        break;
                    }

                    //check the next column
                    if (pComp.holder == Component.Container.COMPOSITE)
                    {
                        Component pTemp    = (Component)pNodeB;
                        Component pParent  = pTemp.pParent;
                        Component pSibling = ForwardIterator.GetSibling(pParent);

                        //if there are no more columns check the children of the last column?
                        if (pSibling == null)
                        {
                            pNodeB = (GameObject)ForwardIterator.GetChild(pNodeB);
                            continue;
                        }

                        pNodeB = (GameObject)ForwardIterator.GetChild(pSibling);
                        continue;
                    }
                    pNodeB = (GameObject)Iterator.GetSibling(pNodeB);
                }

                pNodeA = (GameObject)Iterator.GetSibling(pNodeA);
            }
        }