コード例 #1
0
ファイル: Blocker.cs プロジェクト: heyx3/GGJ2014
        /// <summary>
        /// Processes a potential collision between two blockers.
        /// Returns either the data for the blockers' collision, or "null" if there was no collision.
        /// </summary>
        public static BlockerCollisionData CheckCollision(Blocker first, Blocker second)
        {
            if (!first.ColShape.Touches(second.ColShape)) return null;

            BlockerCollisionData dat = new BlockerCollisionData(first, second, first.Mass * first.Velocity, second.Mass * second.Velocity);

            first.OnHitBlocker(second);

            return dat;
        }
コード例 #2
0
ファイル: Blocker.cs プロジェクト: nolanmanning703/GGJ2014
        /// <summary>
        /// Processes a potential collision between a blocker and a jouster.
        /// Returns either the force of the jouster's thrust at the blocker, or Single.NaN if there was no collision.
        /// </summary>
        public static float CheckCollision(Blocker block, Jouster joust)
        {
            if (!block.ColShape.Touches(joust.ColShape)) return Single.NaN;

            V2 lookDir = UsefulMath.FindDirection(joust.Rotation),
               moveDir = joust.Velocity;
            float stabStrength = joust.Mass * V2.Dot(lookDir, moveDir);

            block.OnHitJouster(joust, stabStrength);

            return stabStrength;
        }
コード例 #3
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ファイル: Minigame5.cs プロジェクト: nolanmanning703/GGJ2014
        public void LaunchRing(V2 pos, V2 dir)
        {
            Jousting.Blocker ring = new Jousting.Blocker(new Utilities.Graphics.AnimatedSprite(ArtAssets5.Ring),
                                                         ArtAssets5.GetRingShape(pos, WorldData.ZoomScaleAmount[CurrentZoom]),
                                                         true, PhysicsData5.GetRingSpeed(WorldData.ZoomScaleAmount[CurrentZoom]));
            ring.Rotation = UsefulMath.FindRotation(dir);
            ring.Velocity = ring.MaxVelocity * dir;
            //ring

            ring.OnHitByJouster += (s, e) =>
                {
                    if (e.Enemy.ThisJouster == Jousting.Jousters.Dischord) return;

                    e.Enemy.Health -= PhysicsData5.RingDamage;
                    KillBlocker((Jousting.Blocker)s);
                };

            Blockers.Add(ring);
        }
コード例 #4
0
ファイル: Minigame.cs プロジェクト: heyx3/GGJ2014
 /// <summary>
 /// Queues the given blocker to be destroyed next Update() call.
 /// </summary>
 public void KillBlocker(Blocker b)
 {
     ToRemove.Add(b);
 }
コード例 #5
0
ファイル: Blocker.cs プロジェクト: heyx3/GGJ2014
        public void OnHitBlocker(Blocker other)
        {
            //No hitting if both blockers don't move.
            if (!IsMovable && !other.IsMovable) return;

            MovementPhysics.Separate(this, other, 0.2f * WorldData.ZoomScaleAmount[KarmaWorld.World.CurrentZoom]);

            //Raise collision events.
            if (OnHitByBlocker != null) OnHitByBlocker(this, new HitBlockerEventArgs(other));
            if (other.OnHitByBlocker != null) other.OnHitByBlocker(this, new HitBlockerEventArgs(this));

            //If both blockers are movable, react accordingly.
            if (IsMovable && other.IsMovable)
            {
                //Define "tangent" as the line perpendicular to the line from one Blocker to the other.
                //Both entities keep the portion of momentum parallel to their tangent,
                //But swap the portion of momentum perpendicular to their tangent.

                V2 toOther = other.Pos - Pos;
                V2 tangent = V2.Normalize(Utilities.Conversions.GetPerp(toOther));

                Utilities.Conversions.ParallelPerp thisPP = Utilities.Conversions.SplitIntoComponents(Velocity, tangent),
                                                   otherPP = Utilities.Conversions.SplitIntoComponents(other.Velocity, tangent);

                Velocity = thisPP.Parallel + (BounceVelocityDamp * otherPP.Perpendicular * other.Mass / Mass);
                other.Velocity = otherPP.Parallel + (other.BounceVelocityDamp * thisPP.Perpendicular * Mass / other.Mass);
            }
            //Otherwise, one will bounce off.
            else
            {
                Blocker movable = (IsMovable ? this : other);
                Blocker nonMovable = (movable == this ? other : this);

                V2 away = UsefulMath.FindDirection(nonMovable.Pos, movable.Pos);
                Utilities.Conversions.ParallelPerp pp = Utilities.Conversions.SplitIntoComponents(movable.Velocity, away);
                movable.Velocity = pp.Perpendicular + (movable.BounceVelocityDamp * -pp.Parallel);
            }
        }
コード例 #6
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ファイル: Blocker.cs プロジェクト: heyx3/GGJ2014
 public HitBlockerEventArgs(Blocker other)
 {
     Other = other;
 }
コード例 #7
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ファイル: Blocker.cs プロジェクト: heyx3/GGJ2014
 public BlockerCollisionData(Blocker first, Blocker second, V2 firstM, V2 secondM)
 {
     First = first; Second = second; FirstMomentum = firstM; SecondMomentum = secondM;
 }
コード例 #8
0
ファイル: Minigame5.cs プロジェクト: nolanmanning703/GGJ2014
 protected override void Reset()
 {
     Blockers.Add(new Jousting.Blocker(ArtAssets5.BlackHole, PhysicsData5.GetBlackHole(), true, 0.0f, 1.0f));
     Blockers[0].OnHitByJouster += (s, e) =>
     {
         e.Enemy.Velocity = WorldData.ZoomScaleAmount[World.CurrentZoom] * PhysicsData5.BlackHolePushBack * V2.Normalize(UsefulMath.FindDirection(e.Enemy.Pos, BlackHole.Pos, false));
         e.Enemy.Health -= PhysicsData5.BlackHoleDamage;
     };
     BlackHole = Blockers[0];
 }
コード例 #9
0
ファイル: Minigame5.cs プロジェクト: heyx3/GGJ2014
        protected override void Reset()
        {
            Blockers.Add(new Jousting.Blocker(ArtAssets5.BlackHole, PhysicsData5.GetBlackHole(), true, 0.0f, 1.0f));
            Blockers[0].OnHitByJouster += (s, e) =>
            {
                e.Enemy.Velocity = WorldData.ZoomScaleAmount[World.CurrentZoom] * PhysicsData5.BlackHolePushBack * V2.Normalize(UsefulMath.FindDirection(e.Enemy.Pos, BlackHole.Pos, false));
                e.Enemy.Health -= PhysicsData5.BlackHoleDamage;

                SoundAssets5.SunExplode.Play();

                V2 fromSun = UsefulMath.FindDirection(BlackHole.Pos, e.Enemy.Pos);
                AdditiveParticles.Merge(ParticleAssets5.GetSunHitParticles(fromSun,
                                                                           BlackHole.Pos + (fromSun * BlackHoleCol.Radius),
                                                                           World.CurrentTime));
            };
            BlackHole = Blockers[0];

            Harmony.OnHurtEnemy += (s, e) =>
                {
                    SoundAssets5.PlayRandomCollision();
                    AdditiveParticles.Merge(ParticleAssets5.GetPlanetHitParticles((e.Enemy.Pos + Harmony.Pos) * 0.5f,
                                                                                  Utilities.Conversions.GetPerp(UsefulMath.FindDirection(e.Enemy.Pos, Harmony.Pos)), World.CurrentTime));
                };
            Harmony.OnHurtByEnemy += (s, e) =>
                {
                    SoundAssets5.PlayRandomCollision();
                    AdditiveParticles.Merge(ParticleAssets5.GetPlanetHitParticles((e.Enemy.Pos + Harmony.Pos) * 0.5f,
                                                                                  Utilities.Conversions.GetPerp(UsefulMath.FindDirection(e.Enemy.Pos, Harmony.Pos)), World.CurrentTime));
                };

            Harmony.WrapAround = true;
            Dischord.WrapAround = true;
        }