Esempio n. 1
0
        public static bool IsOverlappingInCircle(GameObject physObject1, GameObject physObject2)
        {
            PointFloat physPos  = physObject1.GetPosition();
            float      physSize = physObject1.GetPhysSize();

            if (physObject2.HasPhysics() && !(physObject2.IsParticle() && physObject2.Type == physObject1.Type))
            {
                PointFloat objPos    = physObject2.GetPosition();
                float      fDistance = (float)(Math.Pow(physPos.x - objPos.x, 2) + Math.Pow(physPos.y - objPos.y, 2));
                if (fDistance < physSize + physObject2.GetPhysSize())
                {
                    return(true);
                }
            }
            return(false);
        }
Esempio n. 2
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        //is colliding
        public static bool IsOverlappingInCircle(GameObject physObject)
        {
            PointFloat physPos  = physObject.GetPosition();
            float      physSize = physObject.GetPhysSize();

            foreach (GameObject obj in TomatoMainEngine.GameObjects)
            {
                if (obj.HasPhysics() && !(obj.IsParticle() && obj.Type == physObject.Type) && obj != physObject)
                {
                    float fDistance = (float)(Math.Pow(physPos.x - obj.GetPosition().x, 2) + Math.Pow(physPos.y - obj.GetPosition().y, 2));
                    if (fDistance < physSize + obj.GetPhysSize())
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Esempio n. 3
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        public static List <GameObject> GetAllOverlapping(GameObject physObject)
        {
            _tempList.Clear();
            if (Mode == PhysMode.CircleBox)
            {
                PointFloat physPos  = physObject.GetPosition();
                float      physSize = physObject.GetPhysSize();
                foreach (GameObject obj in TomatoMainEngine.GameObjects)
                {
                    if (obj.HasPhysics() && obj != physObject && !(physObject.IsParticle() && obj.Type == physObject.Type))
                    {
                        PointFloat objPos    = obj.GetPosition();
                        float      gemX      = Math.Abs(objPos.x - physPos.x);
                        float      gemY      = Math.Abs(objPos.y - physPos.y);
                        float      fDistance = gemX + gemY - obj.GetPhysSize();
                        if (fDistance < physSize)
                        {
                            _tempList.Add(obj);
                        }
                    }
                }
            }
            else
            {
                PointFloat physPos  = physObject.GetPosition();
                PointFloat physSize = physObject.GetSize();
                foreach (GameObject obj in TomatoMainEngine.GameObjects)
                {
                    if (obj.HasPhysics() && obj != physObject && !(physObject.IsParticle() && obj.Type == physObject.Type))
                    {
                        if (IsInBox(physPos, obj.GetPosition(), physSize, obj.GetSize()))
                        {
                            _tempList.Add(obj);
                        }
                    }
                }
            }

            return(_tempList);
        }
Esempio n. 4
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        public static bool IsOverlappingInCircle(GameObject physObject1, GameObject physObject2)
        {
            PointFloat physPos = physObject1.GetPosition();
            float physSize = physObject1.GetPhysSize();

            if (physObject2.HasPhysics() && !( physObject2.IsParticle () && physObject2.Type == physObject1.Type))
            {
                PointFloat objPos = physObject2.GetPosition();
                float fDistance = (float)( Math.Pow(physPos.x-objPos.x, 2) + Math.Pow(physPos.y-objPos.y, 2) );
                if ( fDistance < physSize + physObject2.GetPhysSize() )
                {
                    return true;
                }
            }
            return false;
        }
Esempio n. 5
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 //is colliding
 public static bool IsOverlappingInCircle(GameObject physObject)
 {
     PointFloat physPos = physObject.GetPosition();
     float physSize = physObject.GetPhysSize();
     foreach (GameObject obj in TomatoMainEngine.GameObjects)
     {
         if (obj.HasPhysics() && !(obj.IsParticle() && obj.Type == physObject.Type) && obj != physObject)
         {
             float fDistance = (float)(Math.Pow(physPos.x - obj.GetPosition().x, 2) + Math.Pow(physPos.y - obj.GetPosition().y, 2));
             if (fDistance < physSize + obj.GetPhysSize())
             {
                 return true;
             }
         }
     }
     return false;
 }
Esempio n. 6
0
        public static List<GameObject> GetAllOverlapping(GameObject physObject)
        {
            _tempList.Clear();
            if(Mode == PhysMode.CircleBox){
                PointFloat physPos = physObject.GetPosition();
                float physSize = physObject.GetPhysSize();
                foreach (GameObject obj in TomatoMainEngine.GameObjects)
                {
                    if (obj.HasPhysics() && obj != physObject && !(physObject.IsParticle() && obj.Type == physObject.Type))
                    {
                        PointFloat objPos = obj.GetPosition();
                        float gemX = Math.Abs(objPos.x - physPos.x);
                        float gemY = Math.Abs(objPos.y - physPos.y);
                        float fDistance = gemX + gemY - obj.GetPhysSize();
                        if (fDistance < physSize)
                        {
                            _tempList.Add(obj);
                        }
                    }
                }
            }
            else
            {
                PointFloat physPos = physObject.GetPosition();
                PointFloat physSize = physObject.GetSize();
                foreach (GameObject obj in TomatoMainEngine.GameObjects)
                {
                    if (obj.HasPhysics() && obj != physObject && !(physObject.IsParticle() && obj.Type == physObject.Type))
                    {
                        if (IsInBox(physPos, obj.GetPosition(), physSize, obj.GetSize()))
                        {
                            _tempList.Add(obj);
                        }
                    }
                }
            }

            return _tempList;
        }