public static int VerticalCollisionIndex(MovingObject moving, List<GameObject> objects)
        {
            List<MatrixCoords> profile = moving.GetCollisionProfile();

            List<MatrixCoords> verticalProfile = new List<MatrixCoords>();

            foreach (var coord in profile)
            {
                verticalProfile.Add(new MatrixCoords(coord.Row + moving.Speed.Row, coord.Col));
            }

            int collisionIndex = GetCollisionIndex(moving, objects, verticalProfile);

            return collisionIndex;
        }
        private static int GetCollisionIndex(MovingObject moving, ICollection<GameObject> objects, List<MatrixCoords> movingProfile)
        {
            int collisionIndex = 0;

            foreach (var obj in objects)
            {
                if (moving.CanCollideWith(obj.GetCollisionGroupString()) || obj.CanCollideWith(moving.GetCollisionGroupString()))
                {
                    List<MatrixCoords> objProfile = obj.GetCollisionProfile();

                    if (ProfilesIntersect(movingProfile, objProfile))
                    {
                        return collisionIndex;
                    }
                }

                collisionIndex++;
            }

            return -1;
        }
Esempio n. 3
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 private void AddMovingObject(MovingObject obj)
 {
     this.movingObjects.Add(obj);
     this.allObjects.Add(obj);
 }
Esempio n. 4
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 private void AddMovingObject(MovingObject obj)
 {
     this.movingObjects.Add(obj);
     this.allObjects.Add(obj);
 }