コード例 #1
0
        /// <summary>
        /// An internal function for comparing an object against the contents of a node.
        /// </summary>
        /// <param name="Iterator">An optional pointer to a linked list entry (for comparing A against itself).</param>
        /// <returns>hether or not any overlaps were found.</returns>
        protected bool overlapNode(FlxList Iterator)
        {
            //member list setup
            bool      c = false;
            FlxObject co;
            FlxList   itr = Iterator;

            if (itr == null)
            {
                if (_oa == A_LIST)
                {
                    itr = _headA;
                }
                else
                {
                    itr = _headB;
                }
            }

            //Make sure this is a valid list to walk first!
            if (itr.@object != null)
            {
                //Walk the list and check for overlaps
                while (itr != null)
                {
                    co = itr.@object;
                    if ((_o == co) || !co.exists || !_o.exists || !co.solid || !_o.solid ||
                        (_o.x + _o.width < co.x + FlxU.roundingError) ||
                        (_o.x + FlxU.roundingError > co.x + co.width) ||
                        (_o.y + _o.height < co.y + FlxU.roundingError) ||
                        (_o.y + FlxU.roundingError > co.y + co.height))
                    {
                        itr = itr.next;
                        continue;
                    }
                    if (_oc == null)
                    {
                        //_o.kill();
                        //co.kill();

                        c = true;

                        //_o.overlapped(co);
                        //co.overlapped(_o);
                    }
                    //else if(_oc(_o,co))
                    else if (_oc(this, new FlxSpriteCollisionEvent(_o, co)))
                    {
                        c = true;

                        //_o.overlapped(co);
                        //co.overlapped(_o);
                    }
                    itr = itr.next;
                }
            }

            return(c);
        }
コード例 #2
0
        /**
         * Internal function for recursively adding objects to leaf lists.
         */
        protected void addToList()
        {
            FlxList ot;

            if (_oa == A_LIST)
            {
                if (_tailA.@object != null)
                {
                    ot      = _tailA;
                    _tailA  = new FlxList();
                    ot.next = _tailA;
                }
                _tailA.@object = _o;
            }
            else
            {
                if (_tailB.@object != null)
                {
                    ot      = _tailB;
                    _tailB  = new FlxList();
                    ot.next = _tailB;
                }
                _tailB.@object = _o;
            }
            if (!_canSubdivide)
            {
                return;
            }
            if (_nw != null)
            {
                _nw.addToList();
            }
            if (_ne != null)
            {
                _ne.addToList();
            }
            if (_se != null)
            {
                _se.addToList();
            }
            if (_sw != null)
            {
                _sw.addToList();
            }
        }
コード例 #3
0
ファイル: FlxList.cs プロジェクト: akadjoker/XNAFlixel
 /// <summary>
 /// Creates a new link, and sets object and next to null..
 /// </summary>
 public FlxList()
 {
     @object = null;
     next    = null;
 }
コード例 #4
0
ファイル: FlxList.cs プロジェクト: konamicode/X-flixel
 /**
  * Creates a new link, and sets <code>object</code> and <code>next</code> to <code>null</null>.
  */
 public FlxList()
 {
     @object = null;
     next = null;
 }
コード例 #5
0
        /**
         * Instantiate a new Quad Tree node.
         *
         * @param	X			The X-coordinate of the point in space.
         * @param	Y			The Y-coordinate of the point in space.
         * @param	Width		Desired width of this node.
         * @param	Height		Desired height of this node.
         * @param	Parent		The parent branch or node.  Pass null to create a root.
         */
        public FlxQuadTree(float X, float Y, float Width, float Height, FlxQuadTree Parent)
        {
            x      = X;
            y      = Y;
            width  = Width;
            height = Height;
            //x = 0;
            //y = 0;
            //width = 0;
            //height = 0;

            _headA = _tailA = new FlxList();
            _headB = _tailB = new FlxList();

            /*DEBUG: draw a randomly colored rectangle indicating this quadrant (may induce seizures)
             * var brush:FlxSprite = new FlxSprite().createGraphic(Width,Height,0xffffffff*FlxU.random());
             * FlxState.screen.draw(brush,X+FlxG.scroll.x,Y+FlxG.scroll.y);//*/

            //Copy the parent's children (if there are any)
            if (Parent != null)
            {
                FlxList itr;
                FlxList ot;
                if (Parent._headA.@object != null)
                {
                    itr = Parent._headA;
                    while (itr != null)
                    {
                        if (_tailA.@object != null)
                        {
                            ot      = _tailA;
                            _tailA  = new FlxList();
                            ot.next = _tailA;
                        }
                        _tailA.@object = itr.@object;
                        itr            = itr.next;
                    }
                }
                if (Parent._headB.@object != null)
                {
                    itr = Parent._headB;
                    while (itr != null)
                    {
                        if (_tailB.@object != null)
                        {
                            ot      = _tailB;
                            _tailB  = new FlxList();
                            ot.next = _tailB;
                        }
                        _tailB.@object = itr.@object;
                        itr            = itr.next;
                    }
                }
            }
            else
            {
                _min = (uint)(width + height) / (2 * divisions);
            }
            _canSubdivide = (width > _min) || (height > _min);

            //Set up comparison/sort helpers
            _nw = null;
            _ne = null;
            _se = null;
            _sw = null;
            _l  = x;
            _r  = x + width;
            _hw = width / 2;
            _mx = _l + _hw;
            _t  = y;
            _b  = y + height;
            _hh = height / 2;
            _my = _t + _hh;
        }
コード例 #6
0
ファイル: FlxQuadTree.cs プロジェクト: konamicode/X-flixel
        protected bool overlapNode(FlxList Iterator)
        {
            //member list setup
            bool c = false;
            FlxObject co;
            FlxList itr = Iterator;
            if(itr == null)
            {
                if(_oa == A_LIST)
                    itr = _headA;
                else
                    itr = _headB;
            }

            //Make sure this is a valid list to walk first!
            if(itr.@object != null)
            {
                //Walk the list and check for overlaps
                while(itr != null)
                {
                    co = itr.@object;
                    if( (_o == co) || !co.exists || !_o.exists || !co.solid || !_o.solid ||
                        (_o.x + _o.width  < co.x + FlxU.roundingError) ||
                        (_o.x + FlxU.roundingError > co.x + co.width) ||
                        (_o.y + _o.height < co.y + FlxU.roundingError) ||
                        (_o.y + FlxU.roundingError > co.y + co.height) )
                    {
                        itr = itr.next;
                        continue;
                    }
                    if(_oc == null)
                    {
                        _o.kill();
                        co.kill();
                        c = true;
                    }
                    //else if(_oc(_o,co))
                    else if (_oc(this, new FlxSpriteCollisionEvent(_o, co)))
                    {
                        c = true;
                    }
                    itr = itr.next;
                }
            }

            return c;
        }
コード例 #7
0
ファイル: FlxQuadTree.cs プロジェクト: konamicode/X-flixel
 /**
  * Internal function for recursively adding objects to leaf lists.
  */
 protected void addToList()
 {
     FlxList ot;
     if(_oa == A_LIST)
     {
         if(_tailA.@object != null)
         {
             ot = _tailA;
             _tailA = new FlxList();
             ot.next = _tailA;
         }
         _tailA.@object = _o;
     }
     else
     {
         if(_tailB.@object != null)
         {
             ot = _tailB;
             _tailB = new FlxList();
             ot.next = _tailB;
         }
         _tailB.@object = _o;
     }
     if(!_canSubdivide)
         return;
     if(_nw != null)
         _nw.addToList();
     if(_ne != null)
         _ne.addToList();
     if(_se != null)
         _se.addToList();
     if(_sw != null)
         _sw.addToList();
 }
コード例 #8
0
ファイル: FlxQuadTree.cs プロジェクト: konamicode/X-flixel
        /**
         * Instantiate a new Quad Tree node.
         *
         * @param	X			The X-coordinate of the point in space.
         * @param	Y			The Y-coordinate of the point in space.
         * @param	Width		Desired width of this node.
         * @param	Height		Desired height of this node.
         * @param	Parent		The parent branch or node.  Pass null to create a root.
         */
        public FlxQuadTree(float X, float Y, float Width, float Height, FlxQuadTree Parent)
        {
            x = X;
            y = Y;
            width = Width;
            height = Height;
            //x = 0;
            //y = 0;
            //width = 0;
            //height = 0;

            _headA = _tailA = new FlxList();
            _headB = _tailB = new FlxList();

            /*DEBUG: draw a randomly colored rectangle indicating this quadrant (may induce seizures)
            var brush:FlxSprite = new FlxSprite().createGraphic(Width,Height,0xffffffff*FlxU.random());
            FlxState.screen.draw(brush,X+FlxG.scroll.x,Y+FlxG.scroll.y);//*/

            //Copy the parent's children (if there are any)
            if (Parent != null)
            {
                FlxList itr;
                FlxList ot;
                if (Parent._headA.@object != null)
                {
                    itr = Parent._headA;
                    while (itr != null)
                    {
                        if (_tailA.@object != null)
                        {
                            ot = _tailA;
                            _tailA = new FlxList();
                            ot.next = _tailA;
                        }
                        _tailA.@object = itr.@object;
                        itr = itr.next;
                    }
                }
                if (Parent._headB.@object != null)
                {
                    itr = Parent._headB;
                    while (itr != null)
                    {
                        if (_tailB.@object != null)
                        {
                            ot = _tailB;
                            _tailB = new FlxList();
                            ot.next = _tailB;
                        }
                        _tailB.@object = itr.@object;
                        itr = itr.next;
                    }
                }
            }
            else
                _min = (uint)(width + height) / (2 * divisions);
            _canSubdivide = (width > _min) || (height > _min);

            //Set up comparison/sort helpers
            _nw = null;
            _ne = null;
            _se = null;
            _sw = null;
            _l = x;
            _r = x + width;
            _hw = width / 2;
            _mx = _l + _hw;
            _t = y;
            _b = y + height;
            _hh = height / 2;
            _my = _t + _hh;
        }