예제 #1
0
 public void updatePlayer(AGameObject gameObject)
 {
     //TODO: drin lassen->  trotzdem constructor 2 mit factor = 0.85f
     iminX = gameObject.Position.X + 0.3f - GameConstants.iBlockSize / 4;
     iminY = gameObject.Position.Y + 0.3f - GameConstants.iBlockSize / 4;
     iminZ = gameObject.Position.Z;
     imaxX = gameObject.Position.X + 0.3f + GameConstants.iBlockSize / 4;
     imaxY = gameObject.Position.Y + 0.3f + GameConstants.iBlockSize / 4;
     imaxZ = gameObject.Position.Z + GameConstants.iBlockSize;
 }
예제 #2
0
 /// <summary>
 /// set up the bounding box for a object
 /// </summary>
 /// <param name="gameObject">object on which the box is constructed</param>
 public MyBoundingBox(AGameObject gameObject)
 {
     O_Parent = gameObject;
     iminX    = gameObject.Position.X - GameConstants.iBlockSize / 4;
     iminY    = gameObject.Position.Y - GameConstants.iBlockSize / 4;
     iminZ    = gameObject.Position.Z;
     imaxX    = gameObject.Position.X + GameConstants.iBlockSize / 4;
     imaxY    = gameObject.Position.Y + GameConstants.iBlockSize / 4;
     imaxZ    = gameObject.Position.Z + GameConstants.iBlockSize;
 }
예제 #3
0
 public MyBoundingBox(AGameObject gameObject, float factor, float Z)
 {
     O_Parent = gameObject;
     iminX    = gameObject.Position.X - factor * GameConstants.iBlockSize / 4;
     iminY    = gameObject.Position.Y - factor * GameConstants.iBlockSize / 4;
     iminZ    = gameObject.Position.Z;
     imaxX    = gameObject.Position.X + factor * GameConstants.iBlockSize / 4;
     imaxY    = gameObject.Position.Y + factor * GameConstants.iBlockSize / 4;
     imaxZ    = gameObject.Position.Z + Z * GameConstants.iBlockSize;
 }
예제 #4
0
        /// <summary>
        /// updates bounding box of the object
        /// </summary>
        /// <param name="gameObject">object which bounding box should be updated</param>
        //public void updateSpikeTrap(AGameObject gameObject)
        //{
        //    //TODO: is fest -> constructor 2 mit factor = 0.85f
        //    iminX = gameObject.Position.X - 0.85f * GameConstants.iBlockSize / 4;
        //    iminY = gameObject.Position.Y - 0.85f * GameConstants.iBlockSize / 4;
        //    iminZ = gameObject.Position.Z ;
        //    imaxX = gameObject.Position.X + 0.85f * GameConstants.iBlockSize / 4;
        //    imaxY = gameObject.Position.Y + 0.85f * GameConstants.iBlockSize / 4;
        //    imaxZ = gameObject.Position.Z + GameConstants.iBlockSize;
        //}

        //public void updateSlide(AGameObject gameObject)
        //{
        //    //TODO: ist fest -> nutze Konstruktur 3 mit (factor = 1 und Z = 0.5)
        //    iminX = gameObject.Position.X - GameConstants.iBlockSize / 4;
        //    iminY = gameObject.Position.Y - GameConstants.iBlockSize / 4;
        //    iminZ = gameObject.Position.Z;
        //    imaxX = gameObject.Position.X + GameConstants.iBlockSize / 4;
        //    imaxY = gameObject.Position.Y + GameConstants.iBlockSize / 4;
        //    imaxZ = gameObject.Position.Z + 0.5f * GameConstants.iBlockSize ;
        //}

        public void updateSpikeRoll(AGameObject gameObject)
        {
            //TODO: drin lassen->  trotzdem constructor 3 mit factor = 0.9f, Z = 3
            iminX = gameObject.Position.X - 0.9f * GameConstants.iBlockSize / 4;
            iminY = gameObject.Position.Y - 0.9f * GameConstants.iBlockSize / 4;
            iminZ = gameObject.Position.Z;
            imaxX = gameObject.Position.X + 0.9f * GameConstants.iBlockSize / 4;
            imaxY = gameObject.Position.Y + 0.9f * GameConstants.iBlockSize / 4;
            imaxZ = gameObject.Position.Z + 3 * GameConstants.iBlockSize;
        }