コード例 #1
0
ファイル: ContentFactory.cs プロジェクト: sbrot92/cs3152
 // Returns an instance of Player
 public Player createPlayer(Vector2 pos)
 {
     Player p = new Player(textures[MAINPLAYER], textures[MAINPLAYER]);
         p.Position = pos;
         return p;
 }
コード例 #2
0
ファイル: ContentFactory.cs プロジェクト: sbrot92/cs3152
 public HUD createHUD(Player player)
 {
     return new HUD(textures[INFECT_RANGE], textures[HEALTH_BAR]);
 }
コード例 #3
0
ファイル: CollisionController.cs プロジェクト: sbrot92/cs3152
 /*
  * Handle collision between player and item
  */
 private bool CheckItemCollision(Player player, Item item)
 {
     if (player.distance(item) < (player.Size + Item.ITEM_SIZE)/2)
     {
         player.PickupItem(item);
         return true;
     }
     return false;
 }
コード例 #4
0
ファイル: CollisionController.cs プロジェクト: sbrot92/cs3152
        /*
         * Calculates and processes all collisions that occur,
         * using the collision cell optimization structure
         */
        public void Update(List<GameUnit> units, Player player, Level level, ItemController item_controller)
        {
            ConstructCollisionGrids(units, item_controller.Items, player, level);

            foreach (GameUnit unit in units)
            {
                ProcessCollisions(unit, level.Map);
            }

            if (player != null)
            {
                ProcessCollisions(player, level.Map);
                ProcessItems(player, item_controller);
            }
        }
コード例 #5
0
ファイル: CollisionController.cs プロジェクト: sbrot92/cs3152
 /*
  * Process item pickups
  */
 public void ProcessItems(Player player, ItemController item_controller)
 {
     int x_indexp = (int)MathHelper.Clamp((player.Position.X / CELL_SIZE), 0, itemGrid.GetLength(1) - 1);
     int y_indexp = (int)MathHelper.Clamp((player.Position.Y / CELL_SIZE), 0, itemGrid.GetLength(0) - 1);
     List<Point> adjacent = getAdjacent(new Point(x_indexp, y_indexp));
     foreach (Point loc in adjacent)
     {
         if (itemGrid[loc.Y, loc.X] != null)
         {
             foreach (Item it in itemGrid[loc.Y, loc.X])
             {
                 if (CheckItemCollision(player, it))
                 {
                     item_controller.RemoveItem(it);
                 }
             }
         }
     }
 }
コード例 #6
0
ファイル: CollisionController.cs プロジェクト: sbrot92/cs3152
        /*
         * Populates the collision grid by bucketizing each unit on the map into a cell
         * around which collisions will be processed
         */
        public void ConstructCollisionGrids(List<GameUnit> units, List<Item> items,
            Player player, Level level)
        {
            // Construct unit collision grid
            List<GameUnit>[,] grid = new List<GameUnit>[
                (int)level.Width / CELL_SIZE, (int)level.Height / CELL_SIZE];

            foreach (GameUnit unit in units)
            {
                int x_index = (int)MathHelper.Clamp((unit.Position.X / CELL_SIZE), 0, grid.GetLength(1)-1);
                int y_index = (int)MathHelper.Clamp((unit.Position.Y / CELL_SIZE), 0, grid.GetLength(0)-1);

                if (grid[y_index, x_index] == null)
                {
                    grid[y_index, x_index] = new List<GameUnit>();
                }
                grid[y_index, x_index].Add(unit);
            }

            if (player != null)
            {
                int x_indexp = (int)MathHelper.Clamp((player.Position.X / CELL_SIZE), 0, grid.GetLength(1) - 1);
                int y_indexp = (int)MathHelper.Clamp((player.Position.Y / CELL_SIZE), 0, grid.GetLength(0) - 1);
                if (grid[y_indexp, x_indexp] == null)
                {
                    grid[y_indexp, x_indexp] = new List<GameUnit>();
                }
                grid[y_indexp, x_indexp].Add(player);

                cellGrid = grid;
            }

            // Contruct item collision grid
            itemGrid = new List<Item>[(int)level.Width / CELL_SIZE, (int)level.Height / CELL_SIZE];
            foreach (Item item in items)
            {
                int x_index = (int)MathHelper.Clamp((item.Position.X / CELL_SIZE), 0, grid.GetLength(1) - 1);
                int y_index = (int)MathHelper.Clamp((item.Position.Y / CELL_SIZE), 0, grid.GetLength(0) - 1);

                if (itemGrid[y_index, x_index] == null)
                {
                    itemGrid[y_index, x_index] = new List<Item>();
                }
                itemGrid[y_index, x_index].Add(item);
            }
        }