/// <summary> /// Check to see if two Rotated Rectangls have collided /// </summary> /// <param name="theRectangle"></param> /// <returns></returns> public bool Intersects(RotatedRectangle theRectangle) { //Calculate the Axis we will use to determine if a collision has occurred //Since the objects are rectangles, we only have to generate 4 Axis (2 for //each rectangle) since we know the other 2 on a rectangle are parallel. List <Vector2> aRectangleAxis = new List <Vector2>(); aRectangleAxis.Add(UpperRightCorner() - UpperLeftCorner()); aRectangleAxis.Add(UpperRightCorner() - LowerRightCorner()); aRectangleAxis.Add(theRectangle.UpperLeftCorner() - theRectangle.LowerLeftCorner()); aRectangleAxis.Add(theRectangle.UpperLeftCorner() - theRectangle.UpperRightCorner()); //Cycle through all of the Axis we need to check. If a collision does not occur //on ALL of the Axis, then a collision is NOT occurring. We can then exit out //immediately and notify the calling function that no collision was detected. If //a collision DOES occur on ALL of the Axis, then there is a collision occurring //between the rotated rectangles. We know this to be true by the Seperating Axis Theorem foreach (Vector2 aAxis in aRectangleAxis) { if (!IsAxisCollision(theRectangle, aAxis)) { return(false); } } return(true); }
/// <summary> /// Draw the sprite /// </summary> public void Draw() { PositionRect = new Rectangle((int)Position.X, (int)Position.Y, spriteWidth, spriteHeight); RotatedRect = new RotatedRectangle(PositionRect, 0f); Rectangle aPositionAdjusted = new Rectangle(rotatedRect.X + (rotatedRect.Width / 2), rotatedRect.Y + (rotatedRect.Height / 2), rotatedRect.Width, rotatedRect.Height); spriteBatch.Draw(Texture, aPositionAdjusted, SourceRect, Color.White, Rotation, new Vector2((int)PositionRect.Width / 2, (int)PositionRect.Height / 2), SpriteEffects.None, 0); }
/// <summary> /// Constructor for the AnimatedSprite. /// </summary> /// <param name="texture"></param> /// <param name="currentFrame"></param> /// <param name="spriteWidth"></param> /// <param name="spriteHeight"></param> /// <param name="totalFrames"></param> /// <param name="spriteBatch"></param> public AnimatedSprite(Texture2D texture, Vector2 position, int currentFrame, int spriteWidth, int spriteHeight, int totalFrames, SpriteBatch spriteBatch, float interval, Single initialRotation) { // When a new animated sprite is created, these variables must be initialized. this.spriteTexture = texture; // The sprite sheet we will be drawing from. this.currentFrame = currentFrame; // The current frame that we are drawing. this.spriteWidth = spriteWidth; // The width of the individual sprite. this.spriteHeight = spriteHeight; // The height of the individual sprite. this.totalFrames = totalFrames; // The total amount of frames in the sprite sheet. this.spriteBatch = spriteBatch; // The spriteBatch that we will use to draw the AnimatedSprite. this.interval = interval; // The amount of time it takes before the sprite moves to the next frame. this.position = position; this.positionRect = new Rectangle((int)Position.X, (int)Position.Y, spriteWidth, spriteHeight); this.rotatedRect = new RotatedRectangle(PositionRect, initialRotation); }
/// <summary> /// Determines if a collision has occurred on an Axis of one of the /// planes parallel to the Rectangle /// </summary> /// <param name="theRectangle"></param> /// <param name="aAxis"></param> /// <returns></returns> private bool IsAxisCollision(RotatedRectangle theRectangle, Vector2 aAxis) { //Project the corners of the Rectangle we are checking on to the Axis and //get a scalar value of that project we can then use for comparison List <int> aRectangleAScalars = new List <int>(); aRectangleAScalars.Add(GenerateScalar(theRectangle.UpperLeftCorner(), aAxis)); aRectangleAScalars.Add(GenerateScalar(theRectangle.UpperRightCorner(), aAxis)); aRectangleAScalars.Add(GenerateScalar(theRectangle.LowerLeftCorner(), aAxis)); aRectangleAScalars.Add(GenerateScalar(theRectangle.LowerRightCorner(), aAxis)); //Project the corners of the current Rectangle on to the Axis and //get a scalar value of that project we can then use for comparison List <int> aRectangleBScalars = new List <int>(); aRectangleBScalars.Add(GenerateScalar(UpperLeftCorner(), aAxis)); aRectangleBScalars.Add(GenerateScalar(UpperRightCorner(), aAxis)); aRectangleBScalars.Add(GenerateScalar(LowerLeftCorner(), aAxis)); aRectangleBScalars.Add(GenerateScalar(LowerRightCorner(), aAxis)); //Get the Maximum and Minium Scalar values for each of the Rectangles int aRectangleAMinimum = aRectangleAScalars.Min(); int aRectangleAMaximum = aRectangleAScalars.Max(); int aRectangleBMinimum = aRectangleBScalars.Min(); int aRectangleBMaximum = aRectangleBScalars.Max(); //If we have overlaps between the Rectangles (i.e. Min of B is less than Max of A) //then we are detecting a collision between the rectangles on this Axis if (aRectangleBMinimum <= aRectangleAMaximum && aRectangleBMaximum >= aRectangleAMaximum) { return(true); } else if (aRectangleAMinimum <= aRectangleBMaximum && aRectangleAMaximum >= aRectangleBMaximum) { return(true); } return(false); }