public void CleanupEngine() { Item1 = null; Moving1 = null; Collidable1 = null; Item2 = null; Moving2 = null; Collidable2 = null; Map = null; Engine = null; }
private void InitItem(Vector2 pos1, Vector2?pos2) { Item1 = new DebugCollisionItem(new Vector2(pos1.X, pos1.Y)); Moving1 = Item1.GetProperty <WalkingProperty>(); Collidable1 = Item1.GetProperty <CollidableProperty>(); if (pos2.HasValue) { Item2 = new DebugCollisionItem(new Vector2(pos2.Value.X, pos2.Value.Y)); Moving2 = Item2.GetProperty <WalkingProperty>(); Collidable2 = Item2.GetProperty <CollidableProperty>(); } }
public void MovingVsNonCollision() { InitItem(new Vector2(50, 100), null); Item2 = new DebugWalkingItem(new Vector2(150, 100)); Moving2 = Item2.GetProperty <WalkingProperty>(); InitFlat(true); Collidable1.OnCollision += (i, v) => { collision1++; }; float distance = new Vector2(2, 2).Length(); // Kollision X-Achse Move(new Vector2(97, 100), new Vector2(97 + distance, 100), Angle.Right, new Vector2(103, 100), new Vector2(103 - distance, 100), Angle.Left); CheckCollisionEvents(0, 0, 0); // Kollision Y-Achse Move(new Vector2(100, 97), new Vector2(100, 97 + distance), Angle.Down, new Vector2(100, 103), new Vector2(100, 103 - distance), Angle.Up); CheckCollisionEvents(0, 0, 0); }
public void CleanupEngine() { Item = null; Map = null; Engine = null; }
private void InitItem(Vector2 pos) { Item = new DebugWalkingItem(new Vector2(pos.X, pos.Y)); Walking = Item.GetProperty<WalkingProperty>(); }
private void InitItem(Vector2 pos) { Item = new DebugWalkingItem(new Vector2(pos.X, pos.Y)); Walking = Item.GetProperty <WalkingProperty>(); }
private void InitItem(Vector2 pos1, Vector2? pos2) { Item1 = new DebugCollisionItem(new Vector2(pos1.X, pos1.Y)); Moving1 = Item1.GetProperty<WalkingProperty>(); Collidable1 = Item1.GetProperty<CollidableProperty>(); if (pos2.HasValue) { Item2 = new DebugCollisionItem(new Vector2(pos2.Value.X, pos2.Value.Y)); Moving2 = Item2.GetProperty<WalkingProperty>(); Collidable2 = Item2.GetProperty<CollidableProperty>(); } }
public void MovingVsNonCollision() { InitItem(new Vector2(50, 100), null); Item2 = new DebugWalkingItem(new Vector2(150, 100)); Moving2 = Item2.GetProperty<WalkingProperty>(); InitFlat(true); Collidable1.OnCollision += (i, v) => { collision1++; }; float distance = new Vector2(2, 2).Length(); // Kollision X-Achse Move(new Vector2(97, 100), new Vector2(97 + distance, 100), Angle.Right, new Vector2(103, 100), new Vector2(103 - distance, 100), Angle.Left); CheckCollisionEvents(0, 0, 0); // Kollision Y-Achse Move(new Vector2(100, 97), new Vector2(100, 97 + distance), Angle.Down, new Vector2(100, 103), new Vector2(100, 103 - distance), Angle.Up); CheckCollisionEvents(0, 0, 0); }