Exemplo n.º 1
0
        /// <summary>
        /// Calculate the colission on a per pixel level
        /// Looks at both pixel colors. If they are not transparent (the alpha channel is not 0), 
        /// then there is a collision.
        /// </summary>
        /// <param name="e1">Entity 1</param>
        /// <param name="e2">Entity 2</param>
        /// <returns></returns>
        private bool PerPixelCollision(AnimatedEntity e1, AnimatedEntity e2)
        {
            var at = e1.Animation.Transformations;
            var afw = e1.Animation.FrameWidth;
            var afh = e1.Animation.FrameHeight;
            var acd = e1.Animation.ColorData;
            var bt = e2.Animation.Transformations;
            var bfw = e2.Animation.FrameWidth;
            var bfh = e2.Animation.FrameHeight;
            var bcd = e2.Animation.ColorData;

            /// Get Color data of each Texture
            Color[] bitsA = new Color[afw * afh];
            Color[] bitsB = new Color[bfw * bfh];

            /// Calculate the intersecting rectangle
            int x1 = Math.Max(e1.Bounds.X, e2.Bounds.X);
            int x2 = Math.Min(e1.Bounds.X + e1.Bounds.Width, e2.Bounds.X + e2.Bounds.Width);

            int y1 = Math.Max(e1.Bounds.Y, e2.Bounds.Y);
            int y2 = Math.Min(e1.Bounds.Y + e1.Bounds.Height, e2.Bounds.Y + e2.Bounds.Height);

            /// For each single pixel in the intersecting rectangle
            for (int y = y1; y < y2; ++y)
            {
                for (int x = x1; x < x2; ++x)
                {
                    /// Get the color from each texture
                    Color a = bitsA[(x - e1.Bounds.X) + (y - e1.Bounds.Y) * afw];
                    Color b = bitsB[(x - e2.Bounds.X) + (y - e2.Bounds.Y) * bfw];

                    /// If both colors are not transparent (the alpha channel is not 0), then there is a collision
                    if (a.A != 0 && b.A != 0)
                    {
                        return true;
                    }
                }
            }
            /// If no collision occurred by now, we're clear.
            return false;
        }
Exemplo n.º 2
0
 /// <summary>
 /// Handle a touch event with another entity.
 /// This occurs when two entities collide
 /// </summary>
 /// <param name="other">The other entity that has been collided with</param>
 public virtual void Touch(AnimatedEntity other)
 {
 }
Exemplo n.º 3
0
        /// <summary>
        /// Handle collisions
        /// </summary>
        /// <param name="other">The other entity that collided with the asteroid.</param>
        public override void Touch(AnimatedEntity other)
        {
            /// Check to see if the player got hit.
            if (other is Player)
            {
                var player = other as Player;
                if (!player.UnderProtection)
                {
                    player.Kill();
                }
            }

            base.Touch(other);
        }
Exemplo n.º 4
0
 /// <summary>
 /// Check if this entity has collided with another entity
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public bool CheckCollision(AnimatedEntity other)
 {
     var distance = Math.Abs(Vector2.Distance(this.CenterPosition, other.CenterPosition));
     var inThisRadius = distance < this.Radius;
     var inOtherRadius = distance < other.Radius;
     if (inThisRadius || inOtherRadius)
     {
         return true;
     }
     else
     {
         return false;
     }
 }
Exemplo n.º 5
0
        /// <summary>
        /// Handle collisions with other entities
        /// </summary>
        /// <param name="other">The entity that the bullet is colliding with.</param>
        public override void Touch(AnimatedEntity other)
        {
            if (other is Asteroid)
            {
                var asteroid = other as Asteroid;
                asteroid.Health = 0;
                asteroid.Killer = this;
                Kill();
            }
            else if (other is EnemyShip)
            {
                var enemyShip = other as EnemyShip;
                enemyShip.Kill(this);
                Kill();
            }

            base.Touch(other);
        }