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; }
/// <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; }
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; }
/// <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; }