Esempio n. 1
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)
                {
                    // who is being tested?
                    //Debug.WriteLine("ColPair:    test:  {0}, {1}", pNodeA.name, pNodeB.name);

                    // Get rectangles
                    CollisionRect rectA = pNodeA.GetCollisionObject().poCollisionRect;
                    CollisionRect rectB = pNodeB.GetCollisionObject().poCollisionRect;

                    // test them
                    if (CollisionRect.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. 2
0
        //----------------------------------------------------------------------
        // Static methods
        //----------------------------------------------------------------------
        public static void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            // treeA vs treeB
            GameObject pNodeA = pSafeTreeA;
            GameObject pNodeB = pSafeTreeB;

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

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

                    // get rectangles
                    CollisionRect rectA = pNodeA.poCollisionObject.poCollisionRect;
                    CollisionRect rectB = pNodeB.poCollisionObject.poCollisionRect;

                    if (CollisionRect.Intersect(rectA, rectB))
                    {
                        // when rectA and rectB are intersected
                        pNodeA.accept(pNodeB);
                        break;
                    }

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

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

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

                while (pNodeB != null)
                {
                    // Get rectangles
                    CollisionRect rectA = pNodeA.GetCollisionObject().GetCollisionRect();
                    CollisionRect rectB = pNodeB.GetCollisionObject().GetCollisionRect();

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

                    pNodeB = Iterator.GetSiblingGameObject(pNodeB);
                }

                pNodeA = Iterator.GetSiblingGameObject(pNodeA);
            }
        }
Esempio n. 4
0
        public void Collide()
        {
            GameObject currentHost    = this.treeHost;
            GameObject currentVisitor = this.treeVisitor;

            // It is not possible to hit column before grid
            //  There's no standalone column

            if (currentHost.isComposite)
            {
                // if current host collide with the current visitor, go next level
                if (CollisionRect.Intersect(currentHost.colliRect, currentVisitor.colliRect))
                {
                    // Go to column level
                    currentHost = (GameObject)currentHost.pChildHead;
                    while (currentHost != null)
                    {
                        if (CollisionRect.Intersect(currentHost.colliRect, currentVisitor.colliRect))
                        {
                            // Go to leaf level
                            currentHost = (GameObject)currentHost.pChildHead;
                            while (currentHost != null)
                            {
                                if (currentHost.collidable && CollisionRect.Intersect(currentHost.colliRect, currentVisitor.colliRect))
                                {
                                    Debug.Print("<CollisionPair>: Collided!");

                                    // Visitor visits host
                                    currentHost.Accept(this.treeVisitor);
                                    return;
                                }
                                currentHost = (GameObject)currentHost.pNextSibling;
                            }
                        }
                        if (currentHost != null)
                        {
                            currentHost = (GameObject)currentHost.pNextSibling;
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }
            else
            {
                if (this.treeHost.collidable && (CollisionRect.Intersect(currentHost.colliRect, currentVisitor.colliRect)))
                {
                    this.treeHost.Accept(this.treeVisitor);
                }
            }
        }
Esempio n. 5
0
        public static void Collide(GameObject gameObject1, GameObject gameObject2)
        {
            GameObject go1 = gameObject1;
            GameObject go2 = gameObject2;

            while (go1 != null)
            {
                go2 = gameObject2;
                while (go2 != null)
                {
                    CollisionRect collisionRect1 = go1.pCollisionObject.pCollisionRect;
                    CollisionRect collisionRect2 = go2.pCollisionObject.pCollisionRect;
                    if (CollisionRect.Intersect(collisionRect1, collisionRect2))
                    {
                        go1.Accept(go2);
                        break;
                    }
                    go2 = (GameObject)go2.pSibling;
                }
                go1 = (GameObject)go1.pSibling;
            }
        }
Esempio n. 6
0
        static public void Collide(GameObject pTreeA, GameObject pTreeB)
        {
            GameObject pNodeA = pTreeA;
            GameObject pNodeB = pTreeB;

            while (pNodeA != null)
            {
                pNodeB = pTreeB;
                while (pNodeB != null)
                {
                    CollisionRect rectA = pNodeA.pColObject.pColRect;
                    CollisionRect rectB = pNodeB.pColObject.pColRect;
                    //Debug.WriteLine("Collision Pair : {0} <----------> {1}", pNodeA.name, pNodeB.name);
                    if (CollisionRect.Intersect(rectA, rectB))
                    {
                        pNodeA.Accept(pNodeB);
                        break;
                    }
                    pNodeB = Iterator.GetSiblingGameObject(pNodeB);
                }
                pNodeA = Iterator.GetSiblingGameObject(pNodeA);
            }
        }
Esempio n. 7
0
        public static void Collide(GameObject pSafeTreeA, GameObject pSafeTreeB)
        {
            GameObject NodeA = pSafeTreeA;
            GameObject NodeB = pSafeTreeB;

            while (NodeA != null)
            {
                NodeB = pSafeTreeB;
                while (NodeB != null)
                {
                    CollisionRect rectA = NodeA.CollisionObj.Rect;
                    CollisionRect rectB = NodeB.CollisionObj.Rect;

                    if (rectA.Intersect(rectB))
                    {
                        NodeA.Accept(NodeB);
                        break;
                    }
                    NodeB = (GameObject)Iterator.GetSibling(NodeB);
                }
                NodeA = (GameObject)Iterator.GetSibling(NodeA);
            }
        }