public override void MoveCollideX(Collider collider) { base.MoveCollideX(collider); Speed.X = 0; ExtraSpeed.X = 0; }
public override void MoveCollideY(Collider collider) { base.MoveCollideY(collider); if (SumSpeedY > 0) OnGround = true; Speed.Y = 0; ExtraSpeed.Y = 0; }
/// <summary> /// Checks for a collision against a specific Collider and returns true or false. /// </summary> /// <param name="x">The x position to check.</param> /// <param name="y">The y position to check.</param> /// <param name="c">The Collider to check.</param> /// <returns>True if there was a collision.</returns> public bool Overlap(float x, float y, Collider c) { return (Collide(x, y, c) != null); }
/// <summary> /// Giant function that checks for overlaps between many different types /// </summary> /// <param name="first">The first collider to test.</param> /// <param name="second">The second collider to test.</param> /// <returns>True if overlapping something</returns> internal static bool OverlapTest(Collider first, Collider second) { #region Box vs Box if (first is BoxCollider && second is BoxCollider) { if (first.Right <= second.Left) return false; if (first.Bottom <= second.Top) return false; if (first.Left >= second.Right) return false; if (first.Top >= second.Bottom) return false; return true; } #endregion #region Box vs Circle else if ((first is BoxCollider && second is CircleCollider) || (first is CircleCollider && second is BoxCollider)) { CircleCollider circle; BoxCollider box; if (first is CircleCollider) { circle = first as CircleCollider; box = second as BoxCollider; } else { circle = second as CircleCollider; box = first as BoxCollider; } //check is c center point is in the rect if (Util.InRect(circle.CenterX, circle.CenterY, box.Left, box.Top, box.Width, box.Height)) { return true; } //check to see if any corners are in the circle if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, box.Left, box.Top, box.Width, box.Height) < circle.Radius) { return true; } //check to see if any lines on the box intersect the circle Line2 boxLine; boxLine = new Line2(box.Left, box.Top, box.Right, box.Top); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(box.Right, box.Top, box.Right, box.Bottom); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(box.Right, box.Bottom, box.Left, box.Bottom); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(box.Left, box.Bottom, box.Left, box.Top); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; return false; } #endregion #region Box vs Grid else if ((first is BoxCollider && second is GridCollider) || (first is GridCollider && second is BoxCollider)) { BoxCollider box; GridCollider grid; if (first is BoxCollider) { box = first as BoxCollider; grid = second as GridCollider; } else { box = second as BoxCollider; grid = first as GridCollider; } if (box.Right <= grid.Left) return false; if (box.Bottom <= grid.Top) return false; if (box.Left >= grid.Right) return false; if (box.Top >= grid.Bottom) return false; //This is a quick fix and might have to be addressed later if (grid.GetRect(box.Left, box.Top, box.Right - 1, box.Bottom - 1, false)) return true; return false; } #endregion #region Circle vs Circle else if (first is CircleCollider && second is CircleCollider) { CircleCollider circle1 = first as CircleCollider, circle2 = second as CircleCollider; if (Util.Distance(circle1.CenterX, circle1.CenterY, circle2.CenterX, circle2.CenterY) < circle1.Radius + circle2.Radius) { return true; } return false; } #endregion #region Box vs Line else if ((first is BoxCollider && second is LineCollider) || (first is LineCollider && second is BoxCollider)) { BoxCollider box; LineCollider line; if (first is BoxCollider) { box = first as BoxCollider; line = second as LineCollider; } else { box = second as BoxCollider; line = first as LineCollider; } if (line.Line2.IntersectsRect(box.Left, box.Top, box.Width, box.Height)) return true; return false; } #endregion #region Line vs Line else if (first is LineCollider && second is LineCollider) { return (first as LineCollider).Line2.Intersects((second as LineCollider).Line2); } #endregion #region Line vs Grid else if ((first is LineCollider && second is GridCollider) || (first is GridCollider && second is LineCollider)) { //check any tiles along the line segment, somehow? LineCollider line; GridCollider grid; if (first is LineCollider) { line = first as LineCollider; grid = second as GridCollider; } else { line = second as LineCollider; grid = first as GridCollider; } //make a rectangle out of the line segment, check for any tiles in that rectangle //if there are tiles in there, loop through and check each one as a rectangle against the line if (grid.GetRect(line.Left, line.Top, line.Right, line.Bottom, false)) { float rectX, rectY; int gridx = grid.GridX(line.Left), gridy = grid.GridY(line.Top), gridx2 = grid.GridX(line.Right), gridy2 = grid.GridY(line.Bottom); for (int i = gridx; i <= gridx2; i++) { for (int j = gridy; j <= gridy2; j++) { if (grid.GetTile(i, j)) { rectX = i * grid.TileWidth + grid.Left; rectY = j * grid.TileHeight + grid.Top; if (Util.InRect((float)line.Line2.PointA.X, (float)line.Line2.PointA.Y, rectX, rectY, grid.TileWidth, grid.TileHeight)) { return true; } if (Util.InRect((float)line.Line2.PointB.X, (float)line.Line2.PointB.Y, rectX, rectY, grid.TileWidth, grid.TileHeight)) { return true; } if (line.Line2.IntersectsRect(rectX, rectY, grid.TileWidth, grid.TileHeight)) { return true; } } } } } return false; } #endregion #region Circle vs Grid else if ((first is CircleCollider && second is GridCollider) || (first is GridCollider && second is CircleCollider)) { //make a rectangle out of the circle, check for any tiles in that rectangle //if there are tiles, check each tile as a rectangle against the circle CircleCollider circle; GridCollider grid; if (first is CircleCollider) { circle = first as CircleCollider; grid = second as GridCollider; } else { circle = second as CircleCollider; grid = first as GridCollider; } int gridx, gridy, gridx2, gridy2; gridx = (int)(Util.SnapToGrid(circle.Left - grid.Left, grid.TileWidth) / grid.TileWidth); gridy = (int)(Util.SnapToGrid(circle.Top - grid.Top, grid.TileHeight) / grid.TileHeight); gridx2 = (int)(Util.SnapToGrid(circle.Right - grid.Left, grid.TileWidth) / grid.TileWidth); gridy2 = (int)(Util.SnapToGrid(circle.Bottom - grid.Top, grid.TileHeight) / grid.TileHeight); //if (grid.GetRect(gridx, gridy, gridx2, gridy2, false)) { if (grid.GetRect(circle.Left, circle.Top, circle.Right, circle.Bottom, false)) { float rectX, rectY; for (int i = gridx; i <= gridx2; i++) { for (int j = gridy; j <= gridy2; j++) { if (grid.GetTile(i, j)) { rectX = (i * grid.TileWidth) + grid.Left; rectY = (j * grid.TileHeight) + grid.Top; //check is c center point is in the rect if (Util.InRect(circle.CenterX, circle.CenterY, rectX, rectY, grid.TileWidth, grid.TileHeight)) { return true; } //check to see if any corners are in the circle if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, rectX, rectY, grid.TileWidth, grid.TileHeight) < circle.Radius) { //return true; } //check to see if any lines on the box intersect the circle Line2 boxLine; boxLine = new Line2(rectX, rectY, rectX + grid.TileWidth, rectY); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(rectX + grid.TileWidth, rectY, rectX + grid.TileWidth, rectY + grid.TileHeight); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(rectX + grid.TileWidth, rectY + grid.TileHeight, rectX, rectY + grid.TileHeight); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; boxLine = new Line2(rectX, rectY + grid.TileHeight, rectX, rectY); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) return true; } } } } return false; } #endregion #region Grid vs Grid else if (first is GridCollider && second is GridCollider) { //loop through one grid, check tile as rectangle in second grid? //first check if grids even touch with basic box test //then check each tile on first as a rect against second's tilemap //maybe optimize by looping through the smaller (area wise) tilemap if (!Util.IntersectRectangles(first.Left, first.Top, first.Width, first.Height, second.Left, second.Top, second.Width, second.Height)) { return false; } GridCollider small, large; if ((first as GridCollider).TileArea < (second as GridCollider).TileArea) { small = first as GridCollider; large = second as GridCollider; } else { small = second as GridCollider; large = first as GridCollider; } for (int i = 0; i < small.TileColumns; i++) { for (int j = 0; j < small.TileRows; j++) { if (small.GetTile(i, j)) { //check rects float rectx, recty; rectx = i * small.TileWidth + small.Left; recty = j * small.TileHeight + small.Top; if (large.GetRect(rectx, recty, rectx + small.TileWidth, recty + small.TileHeight, false)) { return true; } } } } return false; } #endregion #region Line vs Circle else if ((first is LineCollider && second is CircleCollider) || (first is CircleCollider && second is LineCollider)) { CircleCollider circle; LineCollider line; if (first is LineCollider) { line = first as LineCollider; circle = second as CircleCollider; } else { line = second as LineCollider; circle = first as CircleCollider; } if (line.Line2.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) { return true; } return false; } #endregion #region Point vs Point else if (first is PointCollider && second is PointCollider) { if (first.Left != second.Left) return false; if (first.Top != second.Top) return false; return true; } #endregion #region Point vs Circle else if ((first is PointCollider && second is CircleCollider) || (first is CircleCollider && second is PointCollider)) { PointCollider point; CircleCollider circle; if (first is PointCollider) { point = first as PointCollider; circle = second as CircleCollider; } else { point = second as PointCollider; circle = first as CircleCollider; } if (Util.Distance(point.Left, point.Top, circle.CenterX, circle.CenterY) < circle.Radius) return true; return false; } #endregion #region Point vs Box else if ((first is PointCollider && second is BoxCollider) || (first is BoxCollider && second is PointCollider)) { PointCollider point; BoxCollider box; if (first is PointCollider) { point = first as PointCollider; box = second as BoxCollider; } else { point = second as PointCollider; box = first as BoxCollider; } if (Util.InRect(point.Left, point.Top, box.Left, box.Top, box.Width, box.Height)) return true; return false; } #endregion #region Point vs Grid else if ((first is PointCollider && second is GridCollider) || (first is GridCollider && second is PointCollider)) { PointCollider point; GridCollider grid; if (first is PointCollider) { point = first as PointCollider; grid = second as GridCollider; } else { point = second as PointCollider; grid = first as GridCollider; } int gridx, gridy; gridx = (int)Util.SnapToGrid(point.Left, grid.TileWidth); gridy = (int)Util.SnapToGrid(point.Top, grid.TileHeight); if (grid.GetTile(gridx, gridy)) return true; return false; } #endregion #region Point vs Line else if ((first is PointCollider && second is LineCollider) || (first is LineCollider && second is PointCollider)) { PointCollider point; LineCollider line; if (first is PointCollider) { point = first as PointCollider; line = second as LineCollider; } else { point = second as PointCollider; line = first as LineCollider; } //first take care of weird cases that might result in division by 0 Line2 line2 = line.Line2; if (line2.X1 == line2.X2) { if (line2.Y1 == line2.Y2) { if (point.Left == line2.X1 && point.Top == line2.Y1) { return true; } } if (point.Left == line2.X1 && point.Top >= Math.Min(line2.Y1, line2.Y2) && point.Top <= Math.Max(line2.Y1, line2.Y2)) { return true; } } if (line2.Y1 == line2.Y2) { if (point.Top == line2.Y1 && point.Left >= Math.Min(line2.X1, line2.X2) && point.Left <= Math.Max(line2.X1, line2.X2)) { return true; } } //if no special cases, this should work! if ((point.Left - line2.X1) / (line2.X2 - line2.X1) == (point.Top - line2.Y1) / (line2.Y2 - line2.Y1)) return true; return false; } #endregion #region Pixel vs Pixel else if ((first is PixelCollider && second is PixelCollider)) { //AABB test first var pixel1 = first as PixelCollider; var pixel2 = second as PixelCollider; if (first.Right <= second.Left) return false; if (first.Left >= second.Right) return false; if (first.Top >= second.Bottom) return false; if (first.Bottom <= second.Top) return false; //get intersecting area float x1 = Math.Max(first.Left, second.Left); float x2 = Math.Min(first.Right, second.Right); float y1 = Math.Max(first.Top, second.Top); float y2 = Math.Min(first.Bottom, second.Bottom); //scan both pixels and see if they collide var p1 = first as PixelCollider; var p2 = second as PixelCollider; for (var i = x1; i < x2; i++) { for (var j = y1; j < y2; j++) { var xx = (int)Math.Floor(i - first.Left); var yy = (int)Math.Floor(j - first.Top); if (p1.PixelAt(xx, yy)) { xx = (int)Math.Floor(i - second.Left); yy = (int)Math.Floor(j - second.Top); if (p2.PixelAt(xx, yy)) { return true; } } } } return false; } #endregion #region Pixel vs Box else if ((first is PixelCollider && second is BoxCollider) || (first is BoxCollider && second is PixelCollider)) { PixelCollider pixel; BoxCollider box; if (first is PixelCollider) { pixel = first as PixelCollider; box = second as BoxCollider; } else { pixel = second as PixelCollider; box = first as BoxCollider; } //AABB test if (box.Right <= pixel.Left) return false; if (box.Left >= pixel.Right) return false; if (box.Top >= pixel.Bottom) return false; if (box.Bottom <= pixel.Top) return false; //get intersecting area float x1 = Math.Max(box.Left, pixel.Left); float x2 = Math.Min(box.Right, pixel.Right); float y1 = Math.Max(box.Top, pixel.Top); float y2 = Math.Min(box.Bottom, pixel.Bottom); //scan for pixels in area for (var i = x1; i < x2; i++) { for (var j = y1; j < y2; j++) { var xx = (int)Math.Floor(i - pixel.Left); var yy = (int)Math.Floor(j - pixel.Top); if (pixel.PixelAt(xx, yy)) { return true; } } } return false; } #endregion #region Pixel vs Circle else if ((first is PixelCollider && second is CircleCollider) || (first is CircleCollider && second is PixelCollider)) { PixelCollider pixel; CircleCollider circle; if (first is PixelCollider) { pixel = first as PixelCollider; circle = second as CircleCollider; } else { pixel = second as PixelCollider; circle = first as CircleCollider; } //circle to rectangle collision first bool firstCollisionCheck = false; //check is c center point is in the rect if (Util.InRect(circle.CenterX, circle.CenterY, pixel.Left, pixel.Top, pixel.Width, pixel.Height)) { firstCollisionCheck = true; } if (!firstCollisionCheck) { //check to see if any corners are in the circle if (Util.DistanceRectPoint(circle.CenterX, circle.CenterY, pixel.Left, pixel.Top, pixel.Width, pixel.Height) < circle.Radius) { firstCollisionCheck = true; } } if (!firstCollisionCheck) { //check to see if any lines on the box intersect the circle Line2 boxLine; boxLine = new Line2(pixel.Left, pixel.Top, pixel.Right, pixel.Top); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true; if (!firstCollisionCheck) { boxLine = new Line2(pixel.Right, pixel.Top, pixel.Right, pixel.Bottom); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true; } if (!firstCollisionCheck) { boxLine = new Line2(pixel.Right, pixel.Bottom, pixel.Left, pixel.Bottom); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true; } if (!firstCollisionCheck) { boxLine = new Line2(pixel.Left, pixel.Bottom, pixel.Left, pixel.Top); if (boxLine.IntersectCircle(new Vector2(circle.CenterX, circle.CenterY), circle.Radius)) firstCollisionCheck = true; } } if (!firstCollisionCheck) return false; //get intersecting area as if circle was rect //scan for pixels in area //only check pixels inside circle radius //okay the math for that is super hard so we're doing it the easy + dumb wy //dumb way, scan through pixels to see if one of the pixels is in the circle? for (var xx = 0; xx < pixel.Width; xx++) { for (var yy = 0; yy < pixel.Height; yy++) { var pixelx = xx + pixel.Left; var pixely = yy + pixel.Top; if (Util.Distance(pixelx, pixely, circle.CenterX, circle.CenterY) <= circle.Radius + 1) { if (pixel.PixelAt(xx, yy)) { return true; } } } } } #endregion #region Pixel vs Point else if ((first is PixelCollider && second is PointCollider) || (first is PointCollider && second is PixelCollider)) { PixelCollider pixel; PointCollider point; if (first is PixelCollider) { pixel = first as PixelCollider; point = second as PointCollider; } else { pixel = second as PixelCollider; point = first as PointCollider; } //rectangle to point first if (!Util.InRect(point.Left, point.Top, pixel.Left, pixel.Top, pixel.Width, pixel.Height)) return false; //check for pixel at point if (pixel.PixelAtRelative((int)point.Left, (int)point.Top)) { return true; } return false; } #endregion #region Pixel vs Line else if ((first is PixelCollider && second is LineCollider) || (first is LineCollider && second is PixelCollider)) { PixelCollider pixel; LineCollider line; if (first is PixelCollider) { pixel = first as PixelCollider; line = second as LineCollider; } else { pixel = second as PixelCollider; line = first as LineCollider; } //line to rectangle first if (!line.Line2.IntersectsRect(pixel.Left, pixel.Top, pixel.Width, pixel.Height)) return false; //dumb way, check all pixels for distance to line == 0 for (var xx = 0; xx < pixel.Width; xx++) { for (var yy = 0; yy < pixel.Height; yy++) { if (pixel.PixelAt(xx, yy)) { if (Util.DistanceLinePoint(xx + pixel.Left, yy + pixel.Top, line.Line2) < 0.1f) { return true; } } } } } #endregion #region Pixel vs Grid else if ((first is PixelCollider && second is GridCollider) || (first is GridCollider && second is PixelCollider)) { PixelCollider pixel; GridCollider grid; if (first is PixelCollider) { pixel = first as PixelCollider; grid = second as GridCollider; } else { pixel = second as PixelCollider; grid = first as GridCollider; } //collide rectangle into tiles first if (pixel.Right <= grid.Left) return false; if (pixel.Bottom <= grid.Top) return false; if (pixel.Left >= grid.Right) return false; if (pixel.Top >= grid.Bottom) return false; //This is a quick fix and might have to be addressed later if (!grid.GetRect(pixel.Left, pixel.Top, pixel.Right - 1, pixel.Bottom - 1, false)) return false; //go through tiles that pixel is overlapping for (var xx = 0; xx < pixel.Width; xx++) { for (var yy = 0; yy < pixel.Height; yy++) { float checkx = xx + pixel.Left; float checky = yy + pixel.Top; if (grid.GetTileAtPosition(checkx, checky)) { if (pixel.PixelAt(xx, yy)) { return true; } } } } } #endregion #region Unknown return false; #endregion }
/// <summary> /// Checks for a collision with a specific collider. /// </summary> /// <param name="x">The x position to check.</param> /// <param name="y">The y position to check.</param> /// <param name="c">The collider to check for.</param> /// <returns>The collider that was hit first.</returns> public Collider Collide(float x, float y, Collider c) { if (Entity == null) return null; if (Entity.Scene == null) return null; float tempX = Entity.X, tempY = Entity.Y; Entity.X = x; Entity.Y = y; if (OverlapTest(this, c)) { Entity.X = tempX; Entity.Y = tempY; return c; } Entity.X = tempX; Entity.Y = tempY; return null; }
/// <summary> /// Checks for a collision with a specific Collider and returns an Entity. /// </summary> /// <param name="x">The x position to check.</param> /// <param name="y">The y position to check.</param> /// <param name="c">The Collider to check for.</param> /// <returns>The Entity that was hit.</returns> public Entity CollideEntity(float x, float y, Collider c) { return Collide(x, y, c).Entity; }
/// <summary> /// A callback for when the horizontal sweep test hits a collision. /// </summary> /// <param name="collider"></param> public override void MoveCollideX(Collider collider) { Speed.X = 0; }
/// <summary> /// A callback for when the vertical sweep test hits a collision. /// </summary> /// <param name="collider"></param> public override void MoveCollideY(Collider collider) { Speed.Y = 0; }
public override void MoveY(int speed, Collider collider = null) { MoveBufferY += speed; while (Math.Abs(MoveBufferY) >= SpeedScale) { int move = Math.Sign(MoveBufferY); if (collider != null) { bool freeToMove = true; Collider c = null; if (move > 0) { c = collider.Collide(Entity.X, Entity.Y + move, CollisionsSolid); if (c == null) { if (JumpThroughCollider != null) { var hasPlatformBelow = JumpThroughCollider.Overlap(Entity.X, Entity.Y + move, CollisionsJumpThrough); if (hasPlatformBelow) { hasPlatformBelow = false; // Check to see if only bottom 1 pixel is overlapping jump throughs var platform = JumpThroughCollider.Collide(Entity.X, Entity.Y + move, CollisionsJumpThrough); if (!JumpThroughCollider.Overlap(Entity.X, Entity.Y, platform)) { // This makes sense just trust me ok hasPlatformBelow = true; } } if (hasPlatformBelow) { freeToMove = false; c = JumpThroughCollider.Collide(Entity.X, Entity.Y + move, CollisionsJumpThrough); } } } else { freeToMove = false; } } else { c = collider.Collide(Entity.X, Entity.Y + move, CollisionsSolid); if (c != null) { freeToMove = false; } } if (freeToMove) { Entity.Y += move; MoveBufferY = (int)Util.Approach(MoveBufferY, 0, SpeedScale); } else { MoveBufferY = 0; MoveCollideY(c); } } if (collider == null || CollisionsSolid.Count == 0) { Entity.Y += move; MoveBufferY = (int)Util.Approach(MoveBufferY, 0, SpeedScale); } } }
/// <summary> /// Called when MoveX collides with a collider. /// </summary> /// <param name="collider">The collider that was hit.</param> public virtual void MoveCollideX(Collider collider) { if (OnCollideX != null) { OnCollideX(); } }
/// <summary> /// Move the object in the Y axis by the value of speed. Sweeping collision test. /// </summary> /// <param name="speed">The speed to move by (remember SpeedScale is applied.)</param> /// <param name="collider">The Collider to use when moving.</param> public virtual void MoveY(int speed, Collider collider = null) { MoveBufferY += speed; while (Math.Abs(MoveBufferY) >= SpeedScale) { int move = Math.Sign(MoveBufferY); if (collider != null) { Collider c = collider.Collide(Entity.X, Entity.Y + move, CollisionsSolid); if (c == null) { Entity.Y += move; MoveBufferY = (int)Util.Approach(MoveBufferY, 0, SpeedScale); } else { MoveBufferY = 0; MoveCollideY(c); } } if (collider == null || CollisionsSolid.Count == 0) { Entity.Y += move; MoveBufferY = (int)Util.Approach(MoveBufferY, 0, SpeedScale); } } }
/// <summary> /// Shortcut to call both move x and move y. /// </summary> /// <param name="speedX"></param> /// <param name="speedY"></param> /// <param name="collider"></param> public void MoveXY(int speedX, int speedY, Collider collider = null) { MoveX(speedX, collider); MoveY(speedY, collider); }
/// <summary> /// Move the object in the X axis by the value of speed. Sweeping collision test. /// </summary> /// <param name="speed">The speed to move by (remember SpeedScale is applied.)</param> /// <param name="collider">The Collider to use when moving.</param> public void MoveX(int speed, Collider collider = null) { MoveBufferX += speed; while (Math.Abs(MoveBufferX) >= SpeedScale) { int move = Math.Sign(MoveBufferX); if (collider != null) { Collider c = collider.Collide(Entity.X + move, Entity.Y, CollidesWith); if (c == null) { Entity.X += move; MoveBufferX = (int)Util.Approach(MoveBufferX, 0, SpeedScale); } else { MoveBufferX = 0; MoveCollideX(c); } } if (collider == null || CollidesWith.Count == 0) { Entity.X += move; MoveBufferX = (int)Util.Approach(MoveBufferX, 0, SpeedScale); } } }