コード例 #1
0
ファイル: World.cs プロジェクト: Stepup2000/SlimeGame
        private void resolveLightOverlap(LightBeam body1, Body body2, float distance)
        {
            for (int i = 0; i < distance + (int)body1.halfWidth * 4; i += (int)body1.halfWidth * 4)
            {
                LightBeam beamTile = new LightBeam(body1.plOwner, (int)body1.velocity.GetAngleDegrees());
                beamTile.rotation = body1.velocity.GetAngleDegrees();
                beamTile.x        = body1.plOwner.x + body1.velocity.x / body1._speed * i;
                beamTile.y        = body1.plOwner.y + body1.velocity.y / body1._speed * i;
                AddBody(beamTile);
            }
            RemoveBody(body1);

            if (body2 is StaticCrystal)
            {
                StaticCrystal c = body2 as StaticCrystal;
                c.OnLightBeam();
            }

            if (body2 is Sapling && (body2 as Sapling).isActivated == false)
            {
                Sapling s = body2 as Sapling;
                s.isActivated = true;
                for (int i = bodies.Count; i > 0; i--)
                {
                    if (bodies[i - 1] is Gate && (bodies[i - 1] as Gate)._activateID == s._activateID)
                    {
                        Gate g = bodies[i - 1] as Gate;
                        // play sound here I guess
                        Smoke smoke = new Smoke(g.x, g.y, 2);
                        game.AddChild(smoke);
                        RemoveBody(g);
                        new Sound("PlantSeed.wav", false).Play();
                    }
                }
            }
            _beamTimer = TIME_BEFORE_REMOVEBEAM;
        }
コード例 #2
0
ファイル: World.cs プロジェクト: Stepup2000/SlimeGame
        private void resolveOverlap(Body body1, Body body2, Vec2 normal, float distance, bool floored)
        {
            Vec2 separation = normal * distance /** 0.5f*/;

            // ignore collisions with static light beam tiles:
            if ((body1 is LightBeam && (body1 as LightBeam)._speed == 0) ||
                (body2 is LightBeam && (body2 as LightBeam)._speed == 0))
            {
                return;
            }

            // ignore any possible collision between Player1 and Player2:
            if (body1 is Player1 && body2 is Player2)
            {
                return;
            }

            // ignore any collision between light beams and the object shooting them:
            if (body2 is LightBeam)
            {
                if (body1 == (body2 as LightBeam).plOwner)
                {
                    return;
                }
            }

            // ignore collisions between gates and tiles (do not push tiles with gates behind them):
            if (body1 is Gate && body2 is Tile)
            {
                return;
            }

            // stop light beam from advancing on non-Player2 surfaces
            // and return (skip actual resolve checks to emulate non-solid):
            if (body1 is Player2 == false && body2 is LightBeam)
            {
                LightBeam b = body2 as LightBeam;
                resolveLightOverlap(b, body1, b.travelDist);
                return;
            }

            // BUTTON collision:
            // on collision (after clipping) between seed/slime and ground
            // button, destroy gate that button is linked to:
            if (body2 is Button)
            {
                Button button = body2 as Button;
                if (button.isActivated == false)
                {
                    if (button._buttonType == (int)Button.bType.SEED)
                    {
                        if (body1 is Seed)
                        {
                            button.isActivated = true;
                            for (int i = bodies.Count; i > 0; i--)
                            {
                                if (bodies[i - 1] is Gate && (bodies[i - 1] as Gate)._activateID == button._activateID)
                                {
                                    // play sound here I guess
                                    bodies[i - 1].LateDestroy();
                                    Smoke smoke = new Smoke(bodies[i - 1].x, bodies[i - 1].y, 2);
                                    game.AddChild(smoke);
                                    RemoveBody(body1);
                                    RemoveBody(bodies[i - 1]);
                                    new Sound("PlantSeed.wav", false).Play();
                                    button.SetFrame(1);
                                }
                            }
                        }
                    }
                    if (button._buttonType == (int)Button.bType.SLIME)
                    {
                        if (body1 is Player1)
                        {
                            button.isActivated = true;
                            #region REMOVE GATE (DISABLED)

                            /*for (int i = bodies.Count; i > 0; i--)
                             * {
                             *  if (bodies[i - 1] is Gate && (bodies[i - 1] as Gate)._activateID == button._activateID)
                             *  {
                             *      // play sound here I guess
                             *      RemoveBody(bodies[i - 1]);
                             *      bodies[i - 1].LateDestroy();
                             *  }
                             * }*/
                            #endregion
                            // spawn sapling instead
                            Sapling s = new Sapling(99);
                            s.rotation = 270;
                            AddBody(s);
                            s.SetPosition(384, 576);
                        }
                    }
                }
            }

            // restore jump on floor:
            if (body1 is Player1 && floored)
            {
                (body1 as Player1).canJump = true;
            }
            if (body1 is Player2 && floored)
            {
                (body1 as Player2).canJump = true;
            }

            // crush rocks:
            if (body1 is Player1 && (body1 as Player1)._scale > 1 && body2 is Rock)
            {
                StaticCrystal crystal = new StaticCrystal(90, 1);
                crystal.SetPosition(body2.position.x, body2.position.y);
                crystal.acceleration = new Vec2(0, 0);
                AddBody(crystal);
                (body2 as Rock).Delete();
                RemoveBody(body2);
                new Sound("RockCrushed.wav", false).Play();
            }

            // change scene on exit:
            else if ((body1 is Player1 || body1 is Player2) && body2 is Exit)
            {
                // TODO: End game SOMEHOW
                return;
            }

            // move movable body together with pusher:
            else if (body2.movable && normal.y == 0)
            {
                if (normal.x < 0)
                {
                    body2.position -= separation * body1.velocity.x;
                    body1.position += separation * body1.velocity.x;
                }
                else if (normal.x > 0)
                {
                    body2.position += separation * body1.velocity.x;
                    body1.position -= separation * body1.velocity.x;
                }
                return;
            }

            // clip on top of clippable only from movement from the side:
            else if (body2 is Box && (body2 as Box).clippable && normal.y == 0)
            {
                body1.position.y = body2.position.y - (body2 as Box).halfHeight - (body1 as Box).halfHeight;
                return;
            }

            // apply separation (main collision resolve) and kill relevant velocity:
            body1.position += separation;
            if (normal.x == 0)
            {
                body1.velocity.y = 0;
            }
            if (normal.y == 0)
            {
                body1.velocity.x = 0;
            }
        }