コード例 #1
0
ファイル: PosUtil.cs プロジェクト: toyboot4e/Rot
        public Vector2 gridToWorld(Vec2i pos)
        {
            var x = tiled.TileToWorldPositionX(pos.x);
            var y = tiled.TileToWorldPositionY(pos.y);

            return(new Vector2(x, y));
        }
コード例 #2
0
ファイル: TiledMapMover.cs プロジェクト: ZyroLUL/Nez
        /// <summary>
        /// Tests the tile for a collision. Returns via out the position in world space where the collision occured.
        /// </summary>
        /// <returns>The tile collision.</returns>
        /// <param name="tile">Tile.</param>
        /// <param name="edgeToTest">the opposite side of movement, the side the leading edge will collide with</param>
        /// <param name="perpindicularPosition">Perpindicular position.</param>
        /// <param name="leadingPosition">Leading position.</param>
        /// <param name="shouldTestSlopes">Should test slopes.</param>
        /// <param name="collisionResponse">Collision response.</param>
        bool TestTileCollision(TmxLayerTile tile, Edge edgeToTest, int perpindicularPosition, int leadingPosition,
                               bool shouldTestSlopes, out int collisionResponse)
        {
            collisionResponse = leadingPosition;

            // one way platforms are only collideable from the top when the player is already above them
            if (tile.IsOneWayPlatform())
            {
                // only the top edge of one way platforms are checked for collisions
                if (edgeToTest != Edge.Top)
                {
                    return(false);
                }

                // our response should be the top of the platform
                collisionResponse = TiledMap.TileToWorldPositionX(tile.Y);
                return(_boxColliderBounds.Bottom <= collisionResponse);
            }

            var forceSlopedTileCheckAsWall = false;

            // when moving horizontally the only time a slope is considered for collision testing is when its closest side is the tallest side
            // and we were not intesecting the tile before moving.
            // this prevents clipping through a tile when hitting its edge: -> |\
            if (edgeToTest.IsHorizontal() && tile.IsSlope() &&
                tile.GetNearestEdge(leadingPosition) == tile.GetHighestSlopeEdge())
            {
                var moveDir = edgeToTest.OppositeEdge();
                var leadingPositionPreMovement = _boxColliderBounds.GetSide(moveDir);

                // we need the tile x position that is on the opposite side of our move direction. Moving right we want the left edge
                var tileX = moveDir == Edge.Right
                                        ? TiledMap.TileToWorldPositionX(tile.X)
                                        : TiledMap.TileToWorldPositionX(tile.X + 1);

                // using the edge before movement, we see if we were colliding before moving.
                var wasCollidingBeforeMove = moveDir == Edge.Right
                                        ? leadingPositionPreMovement > tileX
                                        : leadingPositionPreMovement < tileX;

                // if we were not colliding before moving we need to consider this tile for a collision check as if it were a wall tile
                forceSlopedTileCheckAsWall = !wasCollidingBeforeMove;
            }


            if (forceSlopedTileCheckAsWall || !tile.IsSlope())
            {
                switch (edgeToTest)
                {
                case Edge.Top:
                    collisionResponse = TiledMap.TileToWorldPositionY(tile.Y);
                    break;

                case Edge.Bottom:
                    collisionResponse = TiledMap.TileToWorldPositionY(tile.Y + 1);
                    break;

                case Edge.Left:
                    collisionResponse = TiledMap.TileToWorldPositionX(tile.X);
                    break;

                case Edge.Right:
                    collisionResponse = TiledMap.TileToWorldPositionX(tile.X + 1);
                    break;
                }

                return(true);
            }

            if (shouldTestSlopes)
            {
                var tileWorldX = TiledMap.TileToWorldPositionX(tile.X);
                var tileWorldY = TiledMap.TileToWorldPositionX(tile.Y);
                var slope      = tile.GetSlope();
                var offset     = tile.GetSlopeOffset();

                // calculate the point on the slope at perpindicularPosition
                collisionResponse = (int)(edgeToTest.IsVertical()
                                        ? slope * (perpindicularPosition - tileWorldX) + offset + tileWorldY
                                        : (perpindicularPosition - tileWorldY - offset) / slope + tileWorldX);
                var isColliding = edgeToTest.IsMax()
                                        ? leadingPosition <= collisionResponse
                                        : leadingPosition >= collisionResponse;

                // this code ensures that we dont consider collisions on a slope while jumping up that dont intersect our collider.
                // It also makes sure when testing the bottom edge that the leadingPosition is actually above the collisionResponse.
                // HACK: It isn't totally perfect but it does the job
                if (isColliding && edgeToTest == Edge.Bottom && leadingPosition <= collisionResponse)
                {
                    isColliding = false;
                }

                return(isColliding);
            }

            return(false);
        }