public override void Update(float deltaTime)
 {
     base.Update(deltaTime);
     //
     // Has Entity been assigned yet?
     //
     if (CompEntity == null)
     {
         return;
     }
     if (!Enabled)
     {
         return;
     }
     //
     // update location of box containing the collider
     //
     if (!fixedCollider)
     {
         boxContainer.x = Transform.Position.X - OriginLocal.X;
         boxContainer.y = Transform.Position.Y - OriginLocal.Y;
         BoxPoints      = new List <Vector2>();
         Vector2 topL = new Vector2(boxContainer.x, boxContainer.y);
         Vector2 topR = new Vector2(topL.X + boxContainer.width, topL.Y);
         Vector2 botL = new Vector2(topL.X, topL.Y + boxContainer.height);
         Vector2 botR = new Vector2(topR.X, topR.Y + boxContainer.height);
         BoxPoints.Add(topL);
         BoxPoints.Add(botL);
         BoxPoints.Add(botR);
         BoxPoints.Add(topR);
         //
         // Find the min & max vectors for collision
         //
         CollisionBox.Fit(BoxPoints);                                //updates the position of this collider
     }
     if (!setSceneColliders)
     {
         //
         // update the database of colliders in this scene (happens only once)
         //
         SceneColliderDatabase.SetCollider(CompEntity, CollidreShape.Box);
         setSceneColliders = true;
     }
 }
Esempio n. 2
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        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);
            //
            // Has Entity been assigned yet?
            //
            if (CompEntity == null)
            {
                return;
            }
            //
            // update location of box containing the collider
            //
            boxContainer.x = Transform.Position.X;
            boxContainer.y = Transform.Position.Y;
            BoxPoints      = new List <Vector2>();
            Vector2 topL = new Vector2(boxContainer.x, boxContainer.y - Radius);                        //north
            Vector2 topR = new Vector2(boxContainer.x - Radius, boxContainer.y);                        //west
            Vector2 botL = new Vector2(boxContainer.x + Radius, boxContainer.y);                        //east
            Vector2 botR = new Vector2(boxContainer.x, boxContainer.y + Radius);                        //south

            BoxPoints.Add(topL);
            BoxPoints.Add(botL);
            BoxPoints.Add(botR);
            BoxPoints.Add(topR);
            //
            // Find the min & max vectors for collision
            //
            CollisionBox.Fit(BoxPoints);                                //updates the position of this collider

            if (!setScenColliders)
            {
                //
                // update the database of colliders in this scene (happens only once)
                //
                SceneColliderDatabase.SetCollider(CompEntity, CollidreShape.Circle);
                setScenColliders = true;
            }
        }