Exemplo n.º 1
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 /// <summary>
 /// Adds the thePrimitive to this set.
 /// </summary>
 /// <param name="thePrimitive">The primitive to be added.</param>
 public void AddToSet(XNACS1Primitive thePrimitive)
 {
     if (!m_DrawSet.Contains(thePrimitive))
     {
         m_DrawSet.Add(thePrimitive);
     }
 }
Exemplo n.º 2
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        public Texture2D FindTexture(XNACS1Primitive primitive)
        {
            Texture2D tex = null;

            if (null != primitive.Texture)
            {
                tex = m_TexTable.FindTexture(primitive.Texture);
                if (tex == null)
                {
                    m_TexTable.LoadTexture(primitive.Texture);
                    tex = m_TexTable.FindTexture(primitive.Texture);
                }
            }

            if (tex == null)
            {
                if (primitive.m_Type == XNACS1Primitive.PrimitiveType.PrimitiveCircle)
                {
                    tex = m_TheCircle;
                }
                else
                {
                    tex = m_TheSquare;
                }
            }

            return(tex);
        }
        public virtual void Update(XNACS1Primitive obj)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            if(this.Collided(obj))
                this.Clip(obj);
        }
        internal void CreateDrawHelper()
        {
            // World to NDC transform
            float height;

            height = (DrawViewHeight / DrawViewWidth) * RequestedWorldWidth;

            Vector2 min, max;

            min = new Vector2(RequestedWorldMin.X, RequestedWorldMin.Y);
            max = new Vector2((min.X + RequestedWorldWidth), (min.Y + height));
            Vector2 size   = max - min;
            Vector2 center = min + (size * 0.5f);

            m_WorldBound.Center = center;
            m_WorldBound.Width  = size.X;
            m_WorldBound.Height = size.Y;
            if (null == m_DrawHelper)
            {
                m_DrawHelper = new XNACS1LibDrawHelper(m_GraphicsManager.GraphicsDevice, Content, m_WorldBound, m_FontManager, new Vector2(XNACS1_AppWindowWidth, XNACS1_AppWindowHeight));
                XNACS1Primitive.SetDrawHelper(m_DrawHelper);
            }
            else
            {
                // update the transformation matrices
                m_DrawHelper.SetTransformationMatrices(m_WorldBound, new Vector2(XNACS1_AppWindowWidth, XNACS1_AppWindowHeight));
            }
        }
 public virtual void Clip(XNACS1Primitive obj)
 {
     if (obj is XNACS1Circle)
         this.CollideWithCircle((XNACS1Circle)obj);
     else if (obj is XNACS1Rectangle)
         this.CollideWithRectangle((XNACS1Rectangle)obj);
 }
Exemplo n.º 6
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        protected override void Clip(XNACS1Primitive obj)
        {
            float distance = (obj.Center - this.Center).Length();

            if ((obj is XNACS1Circle) && (distance <= this.radius))
                this.Repel((XNACS1Circle)obj);
        }
Exemplo n.º 7
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            /// <summary>
            /// Ensures that the inputPrimitive is kept within bounds of the world. If inputPrimitive position is outside
            /// of the world bound, This function will determine the distances to the closes bound and force the inputPrimitive to
            /// be insde that world bound.
            /// </summary>
            /// <param name="inputPrimitive">The primtive to be tested</param>
            /// <returns>Which of the world bound that the inputPrimitive has moved out of.</returns>
            public static BoundCollideStatus ClampAtWorldBound(XNACS1Primitive inputPrimitive)
            {
                BoundCollideStatus status = CollideWorldBound(inputPrimitive);

                if (status != BoundCollideStatus.InsideBound)
                {
                    Vector2 size = (inputPrimitive.MaxBound - inputPrimitive.MinBound) * 0.5f;
                    Vector2 max  = new Vector2(WorldMax.X - size.X, WorldMax.Y - size.Y);
                    Vector2 min  = new Vector2(WorldMin.X + size.X, WorldMin.Y + size.Y);
                    Vector2 pos  = new Vector2(inputPrimitive.Center.X, inputPrimitive.Center.Y);
                    if (pos.X > max.X)
                    {
                        pos.X = max.X;
                    }
                    if (pos.Y > max.Y)
                    {
                        pos.Y = max.Y;
                    }
                    if (pos.X < min.X)
                    {
                        pos.X = min.X;
                    }
                    if (pos.Y < min.Y)
                    {
                        pos.Y = min.Y;
                    }
                    inputPrimitive.Center = pos;
                }
                return(status);
            }
        public virtual void Update(XNACS1Primitive obj, Vector2 input_pos)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            this.Center += input_pos;
            if (this.Collided(obj))
                this.Clip(obj);
        }
Exemplo n.º 9
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 public void RemoveFromSet(XNACS1Primitive p)
 {
     if (null != m_DrawSet)
     {
         m_DrawSet.Remove(p);
         m_TravelSet.Remove(p);
     }
 }
Exemplo n.º 10
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 internal static void Draw(XNACS1Primitive p, XNACS1LibDrawHelper dh)
 {
     OBB2D a = new OBB2D(p);
     dh.DrawLineSegments(a.m_Corner[0], a.m_Corner[1]);
     dh.DrawLineSegments(a.m_Corner[1], a.m_Corner[2]);
     dh.DrawLineSegments(a.m_Corner[2], a.m_Corner[3]);
     dh.DrawLineSegments(a.m_Corner[3], a.m_Corner[0]);
 }
Exemplo n.º 11
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        public override void UpdateAgainst(XNACS1Primitive obj = null)
        {
            if (obj != null && obj.IsInAutoDrawSet())
            {
                if (this.Collided(obj))
                    transportObject( (Money) obj);

            }
        }
Exemplo n.º 12
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        internal static void Draw(XNACS1Primitive p, XNACS1LibDrawHelper dh)
        {
            OBB2D a = new OBB2D(p);

            dh.DrawLineSegments(a.m_Corner[0], a.m_Corner[1]);
            dh.DrawLineSegments(a.m_Corner[1], a.m_Corner[2]);
            dh.DrawLineSegments(a.m_Corner[2], a.m_Corner[3]);
            dh.DrawLineSegments(a.m_Corner[3], a.m_Corner[0]);
        }
Exemplo n.º 13
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        public virtual void Update(XNACS1Primitive obj = null)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            if (obj != null && obj.IsInAutoDrawSet())
            {
                if (this.Collided(obj))
                    this.Clip(obj);
            }
        }
Exemplo n.º 14
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            /// <summary>
            /// Returns true if the inputPrimitive is outside of the worldBound.
            /// </summary>
            /// <param name="inputPrimitive">the primitive to check</param>
            /// <returns>True if inputPrimitive is outside the world bound, otherwise returns false.</returns>
            public static bool OutsideWorldBound(XNACS1Primitive inputPrimitive)
            {
                Vector2 min = m_GraphicsAccess.m_WorldBound.MinBound;
                Vector2 max = m_GraphicsAccess.m_WorldBound.MaxBound;

                return((inputPrimitive.MinBound.X > max.X) ||
                       (inputPrimitive.MaxBound.X < min.X) ||
                       (inputPrimitive.MinBound.Y > max.Y) ||
                       (inputPrimitive.MaxBound.Y < min.Y));
            }
Exemplo n.º 15
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        /// <summary>
        /// Overrides the base Update function to allow extra steps for
        /// "blowing" a circle object.
        /// </summary>
        /// <param name="obj"></param>
        public override void Update(Vector2 input_pos, XNACS1Primitive obj = null)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            this.Center += input_pos;
            if (this.Collided(obj))
                this.Clip(obj);

            if (obj is XNACS1Circle)
                this.Blow((XNACS1Circle)obj);
        }
Exemplo n.º 16
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 public void TopOfDrawSet(XNACS1Primitive p)
 {
     if (null != m_DrawSet)
     {
         if (IsInDrawSet(p))
         {
             m_DrawSet.Remove(p);
             m_DrawSet.Add(p);
         }
     }
 }
Exemplo n.º 17
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        public virtual void Update(Vector2 input_pos, XNACS1Primitive obj = null)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            this.Center += input_pos;

            if (obj != null && obj.IsInAutoDrawSet())
            {
                if (this.Collided(obj))
                    this.Clip(obj);
            }
        }
Exemplo n.º 18
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        internal static bool OBB2DIntersect(XNACS1Primitive a, XNACS1Primitive b, Vector2 pos)
        {
            OBB2D aOBB = new OBB2D(a);
            OBB2D bOBB = new OBB2D(b);
            bool touched = aOBB.overlaps1Way(bOBB) && bOBB.overlaps1Way(aOBB);

            if (touched)
            {
                pos = a.Center + b.Center;
                pos /= 2.0f;
            }
            return touched;
        }
Exemplo n.º 19
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        /// <summary>
        /// Overrides the base Update function to allow extra steps for
        /// "blowing" a circle object.
        /// </summary>
        /// <param name="obj"></param>
        public override void Update(XNACS1Primitive obj = null)
        {
            XNACS1Base.World.ClampAtWorldBound(this);

            if (obj != null && obj.IsInAutoDrawSet())
            {
                if (this.Collided(obj))
                    this.Clip(obj);

                if (obj is XNACS1Circle)
                    this.Blow((XNACS1Circle)obj);
            }
        }
Exemplo n.º 20
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        internal static bool OBB2DIntersect(XNACS1Primitive a, XNACS1Primitive b, out Vector2 pos)
        {
            pos = Vector2.Zero;
            OBB2D aOBB    = new OBB2D(a);
            OBB2D bOBB    = new OBB2D(b);
            bool  touched = aOBB.overlaps1Way(bOBB) && bOBB.overlaps1Way(aOBB);

            if (touched)
            {
                pos  = a.Center + b.Center;
                pos /= 2.0f;
            }
            return(touched);
        }
Exemplo n.º 21
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        /// <summary>
        /// Pixel Accurate collision. This function is extremely sensitive to texture resolution.
        /// Should ALWASY have the low res primitive collide with high res primitive.
        /// e.g., primA is 60x60 and PrimB is 1000x1000
        /// primA.TextureCollided(primB) is O(60x60)
        /// primB.TextureCollided(primA) is O(1000x1000)
        /// Use with care!!
        /// </summary>
        /// <param name="otherPrimitive">Higher resolution texture map</param>
        /// <param name="collisionPt">collided position</param>
        /// <returns></returns>
        public bool TextureCollided(XNACS1Primitive otherPrimitive, out Vector2 collisionPt)
        {
            collisionPt = Vector2.Zero;

            if ((null == otherPrimitive.Texture) || (null == Texture))
            {
                return(false);                             // no texture, cannot perform pixel-accurate intersection
            }
            if (Collided(otherPrimitive, out collisionPt)) //texutres may be collided
            {
                return(sm_DrawHelper.TexturesCollided(this, otherPrimitive, out collisionPt));
            }

            return(false);
        }
Exemplo n.º 22
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 public void AddToSet(XNACS1Primitive p)
 {
     if (null != m_DrawSet)
     {
         if (!m_DrawSet.Contains(p))
         {
             m_DrawSet.Add(p);
         }
         if (p.ShouldTravel || p.UseSpriteSheetAnimation)
         {
             if (!m_TravelSet.Contains(p))
             {
                 m_TravelSet.Add(p);
             }
         }
     }
 }
Exemplo n.º 23
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 internal void UpdateTravelSet(XNACS1Primitive p)
 {
     if (null != m_TravelSet)
     {
         if (p.ShouldTravel || p.UseSpriteSheetAnimation)
         {
             if (!m_TravelSet.Contains(p))
             {
                 m_TravelSet.Add(p);
             }
         }
         else
         {
             m_TravelSet.Remove(p);
         }
     }
 }
Exemplo n.º 24
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 /// <summary>
 /// Determines if this primitive collides with the otherPrimitive. If true, pos is the colliding position.
 /// </summary>
 /// <param name="otherPrimitive">the other primitive.</param>
 /// <param name="pos">If two primitives collide, this is the "average" of all the possible colliding positions.</param>
 /// <returns>True: if the two primitives has collided. Pos is the approximated colliding position.
 /// False: if the two primitives do not collide, (Pos is undefined in this case).
 /// </returns>
 public bool Collided(XNACS1Primitive otherPrimitive, out Vector2 pos)
 {
     if ((m_Type == PrimitiveType.PrimitiveCircle) &&
         (otherPrimitive.m_Type == PrimitiveType.PrimitiveCircle))
     {
         return(CircleCircle(m_Center, SizeX * 0.5f, otherPrimitive.Center, otherPrimitive.SizeX * 0.5f, out pos));
     }
     else
     {
         if ((m_Rotate == 0.0f) && (otherPrimitive.m_Rotate == 0.0f))
         {
             return(RecRec(MinBound, MaxBound, otherPrimitive.MinBound, otherPrimitive.MaxBound, out pos));
         }
         else
         {
             return(OBB2D.OBB2DIntersect(this, otherPrimitive, out pos));
         }
     }
 }
Exemplo n.º 25
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        private double[] m_Origin; // origin[a] = corner[0].dot(axis[a]);

        #endregion Fields

        #region Constructors

        public OBB2D(XNACS1Primitive p)
        {
            m_Axis = new Vector2[2];
            m_Corner = new Vector2[4];
            m_Origin = new double[2];

            double angle = p.RotateAngle * Math.PI / 180.0f;

            Vector2 X = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
            Vector2 Y = new Vector2((float)-Math.Sin(angle), (float)Math.Cos(angle));

            X *= p.SizeX / 2;
            Y *= p.SizeY / 2;

            m_Corner[0] = p.Center - X - Y;
            m_Corner[1] = p.Center + X - Y;
            m_Corner[2] = p.Center + X + Y;
            m_Corner[3] = p.Center - X + Y;

            computeAxes();
        }
Exemplo n.º 26
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        public OBB2D(XNACS1Primitive p)
        {
            m_Axis   = new Vector2[2];
            m_Corner = new Vector2[4];
            m_Origin = new double[2];

            double angle = p.RotateAngle * Math.PI / 180.0f;

            Vector2 X = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
            Vector2 Y = new Vector2((float)-Math.Sin(angle), (float)Math.Cos(angle));

            X *= p.SizeX / 2;
            Y *= p.SizeY / 2;

            m_Corner[0] = p.Center - X - Y;
            m_Corner[1] = p.Center + X - Y;
            m_Corner[2] = p.Center + X + Y;
            m_Corner[3] = p.Center - X + Y;

            computeAxes();
        }
Exemplo n.º 27
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            /// <summary>
            /// Collide the inputPrimitive with the worldBound and return which of the worldBound (left/right/top/bottom or inside)
            /// did this primitive intersect with.
            /// </summary>
            /// <param name="inputPrimitive">Primitive to be tested</param>
            /// <returns>The side upon which the primitive has collided with (or if the primitive is inside the world bound).</returns>
            public static BoundCollideStatus CollideWorldBound(XNACS1Primitive inputPrimitive)
            {
                Vector2 min = m_GraphicsAccess.m_WorldBound.MinBound;
                Vector2 max = m_GraphicsAccess.m_WorldBound.MaxBound;

                if (inputPrimitive.MinBound.X < min.X)
                {
                    return(BoundCollideStatus.CollideLeft);
                }
                if (inputPrimitive.MaxBound.X > max.X)
                {
                    return(BoundCollideStatus.CollideRight);
                }
                if (inputPrimitive.MinBound.Y < min.Y)
                {
                    return(BoundCollideStatus.CollideBottom);
                }
                if (inputPrimitive.MaxBound.Y > max.Y)
                {
                    return(BoundCollideStatus.CollideTop);
                }

                return(BoundCollideStatus.InsideBound);
            }
Exemplo n.º 28
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 public bool IsInDrawSet(XNACS1Primitive p)
 {
     return(m_DrawSet.Contains(p));
 }
Exemplo n.º 29
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 /// <summary>
 /// Returns if the center of this primitive is "to the right" (in x) in relation to the center of otherPrimitive
 /// </summary>
 /// <param name="otherPrimitive">the other primitive</param>
 /// <returns>True: if the center's x value of this primitive is larger than the
 /// x value of the max bound of the otherPrimitive.</returns>
 public bool RightOf(XNACS1Primitive otherPrimitive)
 {
     return (Center.X > otherPrimitive.MaxBound.X);
 }
Exemplo n.º 30
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 /// <summary>
 /// Adds the thePrimitive to this set.
 /// </summary>
 /// <param name="thePrimitive">The primitive to be added.</param>
 public void AddToSet(XNACS1Primitive thePrimitive)
 {
     if (!m_DrawSet.Contains(thePrimitive))
         m_DrawSet.Add(thePrimitive);
 }
Exemplo n.º 31
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        private void updateShooting(XNACS1Primitive obj)
        {
            if (obj != null)
            {
                if (((Money)obj).amIControlled())
                {
                    // this object is already being controlled.
                    if (((Money)obj).amIYourOwner(this))
                    {
                        countdownUntilAction--;
                        this.Size *= 1.01f;

                        //obj.Center += this.NormalDirection * (this.Height / 100.0f);

                        ///*rotate circle based on movement */
                        //float xDisplacement = (this.Height / 64.0f / ((Money)obj).Radius) * 180f / (float)Math.PI;
                        //((Money)obj).RotateAngle -= xDisplacement;

                        //// is object off the end of the cannon?
                        //Vector2 V = obj.Center - this.Center;
                        //Vector2 N = this.NormalDirection;                           //Normal vector
                        //float distOnNormal = Vector2.Dot(V, N);

                        if (countdownUntilAction <= 0)
                        {
                            // shoot the coin off the cannon.

                            #region Vector Calculations
                            Vector2 T = this.FrontDirection;
                            Vector2 N = this.NormalDirection;

                            float theta = MathHelper.Clamp(12.5f, 0f, 90f);
                            /*Find a random velocity vector between (-theta, theta)*/
                            float angle_offset = 0 + XNACS1Base.RandomFloat(-theta, theta);
                            angle_offset = angle_offset * (float)Math.PI / 180;
                            float vT = (float)(Math.Cos(angle_offset));
                            float vN = Math.Abs((float)(Math.Sin(angle_offset)));
                            Vector2 V_hat = (vT * T) + (vN * N);

                            obj.Velocity = 4f * V_hat;

                            ((Money)obj).GetMoving();
                            this.beginCooldown();
                            #endregion
                        }
                    }
                }
            }
        }
Exemplo n.º 32
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 internal void UpdateTravelSet(XNACS1Primitive p)
 {
     if (null != m_TravelSet) {
         if (p.ShouldTravel || p.UseSpriteSheetAnimation) {
             if (!m_TravelSet.Contains(p)) {
                 m_TravelSet.Add(p);
             }
         }
         else {
             m_TravelSet.Remove(p);
         }
     }
 }
Exemplo n.º 33
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 /// <summary>
 /// Updates the Spawner object.  Update its coins separately.  Odd
 /// behaviour occurs when coins are updated here. --Tony
 /// </summary>
 /// <param name="obj"></param>
 public override void Update(XNACS1Primitive obj = null)
 {
     if (this.state == SpawnState.Idle)
         return;
     else
     {
         this.SpawnMoney();
     }
 }
Exemplo n.º 34
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 /// <summary>
 /// Remove thePrimitive from this set. Will also remove the primitive from the AutoDrawSet.
 /// </summary>
 /// <param name="thePrimitive">The primitive to be removed from this set.</param>
 public void RemoveFromSet(XNACS1Primitive thePrimitive)
 {
     m_DrawSet.Remove(thePrimitive);
     thePrimitive.RemoveFromAutoDrawSet();
 }
Exemplo n.º 35
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 /// <summary>
 /// Determines if this primitive collides with otherPrimitive.
 /// </summary>
 /// <param name="otherPrimitive">the other primitive.</param>        
 /// <returns>True: if the two primitives has collided.
 /// False: if the two primitives do not collide.
 /// </returns>
 public bool Collided(XNACS1Primitive otherPrimitive)
 {
     Vector2 pos = new Vector2();
     return Collided(otherPrimitive, pos);
 }
Exemplo n.º 36
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 /// <summary>
 /// Returns if the center of this primitive is "to the right" (in x) in relation to the center of otherPrimitive
 /// </summary>
 /// <param name="otherPrimitive">the other primitive</param>
 /// <returns>True: if the center's x value of this primitive is larger than the
 /// x value of the max bound of the otherPrimitive.</returns>
 public bool RightOf(XNACS1Primitive otherPrimitive)
 {
     return(Center.X > otherPrimitive.MaxBound.X);
 }
Exemplo n.º 37
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 /// <summary>
 /// Returns if the center of this primitive is "to the left" (in x) in relation to the center of otherPrimtive
 /// </summary>
 /// <param name="otherPrimitive">the other primitive</param>
 /// <returns>True: if the center's x value of this primitive is smaller than the
 /// x value of the min bound of otherPrimitive</returns>
 public bool LeftOf(XNACS1Primitive otherPrimitive)
 {
     return(Center.X < otherPrimitive.MinBound.X);
 }
Exemplo n.º 38
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 /// <summary>
 /// Returns if the center of this primitive is "below" (in y) in relation to the center of otherPrimitive.
 /// </summary>
 /// <param name="otherPrmitive">the other primitive.</param>
 /// <returns>True: if the center's y value of this primitive is smaller than the
 /// y value of the min bound of otherPrimitive, returns
 /// false otherwise.</returns>
 public bool Below(XNACS1Primitive otherPrmitive)
 {
     return(Center.Y < otherPrmitive.MinBound.Y);
 }
Exemplo n.º 39
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 public void TopOfDrawSet(XNACS1Primitive p)
 {
     if (null != m_DrawSet)
     {
         if (IsInDrawSet(p))
         {
             m_DrawSet.Remove(p);
             m_DrawSet.Add(p);
         }
     }
 }
Exemplo n.º 40
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        /// <summary>
        /// Determines if this primitive collides with otherPrimitive.
        /// </summary>
        /// <param name="otherPrimitive">the other primitive.</param>
        /// <returns>True: if the two primitives has collided.
        /// False: if the two primitives do not collide.
        /// </returns>
        public bool Collided(XNACS1Primitive otherPrimitive)
        {
            Vector2 pos = Vector2.Zero;

            return(Collided(otherPrimitive, out pos));
        }
Exemplo n.º 41
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 /// <summary>
 /// Determs if thePrimitive is already in the draw set.
 /// </summary>
 /// <param name="thePrimitive">Primitive to be tested</param>
 /// <returns>True: if thePrmitive is already in the set, else returns False.</returns>
 public bool IsInDrawSet(XNACS1Primitive thePrimitive)
 {
     return(m_DrawSet.Contains(thePrimitive));
 }
Exemplo n.º 42
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 /// <summary>
 /// Remove thePrimitive from this set. Will also remove the primitive from the AutoDrawSet.
 /// </summary>
 /// <param name="thePrimitive">The primitive to be removed from this set.</param>
 public void RemoveFromSet(XNACS1Primitive thePrimitive)
 {
     m_DrawSet.Remove(thePrimitive);
     thePrimitive.RemoveFromAutoDrawSet();
 }
Exemplo n.º 43
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 public void AddToSet(XNACS1Primitive p)
 {
     if (null != m_DrawSet) {
         if (!m_DrawSet.Contains(p)) {
             m_DrawSet.Add(p);
         }
         if (p.ShouldTravel || p.UseSpriteSheetAnimation)
             if (!m_TravelSet.Contains(p))
                 m_TravelSet.Add(p);
     }
 }
Exemplo n.º 44
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 //public bool TextureCollided(XNACS1Primitive otherPrimitive) {
 //   // if (RecRec(MinBound, MaxBound, otherPrimitive.MinBound, otherPrimitive.MaxBound, pos)) { //texutres may be collided
 //        return sm_DrawHelper.TexturesCollided(this, otherPrimitive);
 //  //  }
 //  //  return false;
 //}
 /// <summary>
 /// Determines if this primitive collides with the otherPrimitive. If true, pos is the colliding position.
 /// </summary>
 /// <param name="otherPrimitive">the other primitive.</param>        
 /// <param name="pos">If two primitives collide, this is the "average" of all the possible colliding positions.</param>
 /// <returns>True: if the two primitives has collided. Pos is the approximated colliding position.
 /// False: if the two primitives do not collide, (Pos is undefined in this case).
 /// </returns>
 public bool Collided(XNACS1Primitive otherPrimitive, Vector2 pos)
 {
     if ((m_Type == PrimitiveType.PrimitiveCircle) &&
          (otherPrimitive.m_Type == PrimitiveType.PrimitiveCircle))
     {
         return (CircleCircle(m_Center, SizeX * 0.5f, otherPrimitive.Center, otherPrimitive.SizeX * 0.5f, pos));
     }
     else
     {
         if ((m_Rotate == 0.0f) && (otherPrimitive.m_Rotate == 0.0f))
         {
             return (RecRec(MinBound, MaxBound, otherPrimitive.MinBound, otherPrimitive.MaxBound, pos));
         }
         else
         {
             return (OBB2D.OBB2DIntersect(this, otherPrimitive, pos));
         }
     }
 }
Exemplo n.º 45
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 private void updateIdle(XNACS1Primitive obj)
 {
     if (obj != null)
     {
         // is object already being controlled?
         if (false == ((Money)obj).amIControlled())
         {
             // is object touching the cannon hole?
             float distanceBetween = Math.Abs(Vector2.Distance(obj.Center, this.cannonHole.Center));
             if (distanceBetween < 5f)
             {
                 // grab and shoot the coin.
                 ((Money)obj).setNewOwner(this);
                 this.beginShooting();
             }
         }
     }
 }
Exemplo n.º 46
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 /// <summary>
 /// Returns if the center of this primitive is "below" (in y) in relation to the center of otherPrimitive.
 /// </summary>
 /// <param name="otherPrmitive">the other primitive.</param>
 /// <returns>True: if the center's y value of this primitive is smaller than the 
 /// y value of the min bound of otherPrimitive, returns
 /// false otherwise.</returns>
 public bool Below(XNACS1Primitive otherPrmitive)
 {
     return (Center.Y < otherPrmitive.MinBound.Y);
 }
Exemplo n.º 47
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        public override void UpdateAgainst(XNACS1Primitive obj = null)
        {
            switch(state)
            {
                case(CannonStates.idle):
                    this.updateIdle(obj);
                    break;

                case(CannonStates.shooting):
                    this.updateShooting(obj);

                    break;

                case( CannonStates.coolingDown):

                    break;
            };
        }
Exemplo n.º 48
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 /// <summary>
 /// Returns if the center of this primitive is "above" (in y) in relation to the center of otherPrimitive.
 /// </summary>
 /// <param name="otherPrimitive">the other primitive.</param>
 /// <returns>True: if the center's y value of this primitive is greater than the 
 /// y value of the max bound of otherPrimitive, returns
 /// false otherwise.</returns>
 public bool Above(XNACS1Primitive otherPrimitive)
 {
     return (Center.Y > otherPrimitive.MaxBound.Y);
 }
Exemplo n.º 49
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 /// <summary>
 /// Determs if thePrimitive is already in the draw set.
 /// </summary>
 /// <param name="thePrimitive">Primitive to be tested</param>
 /// <returns>True: if thePrmitive is already in the set, else returns False.</returns>
 public bool IsInDrawSet(XNACS1Primitive thePrimitive)
 {
     return m_DrawSet.Contains(thePrimitive);
 }
Exemplo n.º 50
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 /// <summary>
 /// Returns if the center of this primitive is "to the left" (in x) in relation to the center of otherPrimtive
 /// </summary>
 /// <param name="otherPrimitive">the other primitive</param>
 /// <returns>True: if the center's x value of this primitive is smaller than the 
 /// x value of the min bound of otherPrimitive</returns>
 public bool LeftOf(XNACS1Primitive otherPrimitive)
 {
     return (Center.X < otherPrimitive.MinBound.X);
 }
Exemplo n.º 51
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        internal bool TexturesCollided(XNACS1Primitive primitive1, XNACS1Primitive primitive2)
        {
            Texture2D tex1 = FindTexture(primitive1);
            Texture2D tex2 = FindTexture(primitive2);
            Color[] tex1Data = new Color[tex1.Width*tex1.Height];
            tex1.GetData<Color>(tex1Data);
            Color[] tex2Data= new Color[tex2.Width*tex2.Height];
            tex1.GetData<Color>(tex2Data);

            Vector2 wMin = m_WorldMin;
            Vector2 wMax = m_WorldMax;
            Vector2 wSize = wMax - wMin;
            Vector3 deviceSize = new Vector3(m_DeviceSize,1);

            Vector3 center = new Vector3();
            Vector3 scale = new Vector3();
            scale.Z = 1;
            center.Z = 0;

            //center = Vector3.Transform(center, mW2D);

            scale.X = primitive1.SizeX/((float) tex1.Width);
            scale.Y = primitive1.SizeY/((float) tex1.Height);

            center.X = primitive1.Center.X - primitive1.SizeX / 2f;
            center.Y = primitive1.Center.Y - primitive1.SizeY / 2f;

            Matrix m1 = Matrix.CreateScale(scale) *
                Matrix.CreateRotationZ(primitive2.RotateAngle * (float)Math.PI / 180) *
                Matrix.CreateTranslation(center) * mW2D
                ;

            //center = Vector3.Transform(center, mW2D);

            scale.X = primitive2.SizeX/((float)tex2.Width);
            scale.Y = primitive2.SizeY/((float)tex2.Height);

            center.X = primitive2.Center.X - primitive2.SizeX/2f;
            center.Y = primitive2.Center.Y - primitive2.SizeY/ 2f;

            Matrix m2 = Matrix.CreateScale(scale) *
                Matrix.CreateRotationZ(primitive2.RotateAngle * (float)Math.PI / 180)*
                Matrix.CreateTranslation(center) * mW2D
                ;

            return IntersectPixels(m1,tex1.Width,tex1.Height,tex1Data,m2,tex2.Width,tex2.Height,tex2Data);
        }
Exemplo n.º 52
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        public override void UpdateAgainst(XNACS1Primitive obj = null)
        {
            if (obj != null)
            {
                if (((Money)obj).amIControlled())
                {
                    // this object is already being controlled.
                    if (((Money)obj).amIYourOwner(this))
                    {
                        obj.Center += this.NormalDirection * (this.Height / 100.0f);

                        /*rotate circle based on movement */
                        float xDisplacement = (this.Height / 64.0f / ((Money)obj).Radius) * 180f / (float)Math.PI;
                        ((Money)obj).RotateAngle -= xDisplacement;

                        // is object off the end of the mover?
                        Vector2 V = obj.Center - this.Center;
                        Vector2 N = this.NormalDirection;                           //Normal vector
                        float distOnNormal = Vector2.Dot(V, N);

                        if (distOnNormal > this.Height / 2 + 5)
                        {
                            // shoot the coin off the mover.

                            #region Vector Calculations
                            Vector2 T = this.FrontDirection;
                            N = this.NormalDirection;

                            float theta = MathHelper.Clamp(12.5f, 0f, 90f);
                            /*Find a random velocity vector between (-theta, theta)*/
                            float angle_offset = 90 + XNACS1Base.RandomFloat(-theta, theta);
                            angle_offset = angle_offset * (float)Math.PI / 180;
                            float vT = (float)(Math.Cos(angle_offset));
                            float vN = Math.Abs((float)(Math.Sin(angle_offset)));
                            Vector2 V_hat = (vT * T) + (vN * N);

                            obj.Velocity = 2f * V_hat;

                            ((Money)obj).GetMoving();
                            #endregion
                        }
                    }
                }
                else
                {
                    // is object within the bounds of this mover?
                    Vector2 V = obj.Center - this.Center;
                    Vector2 T = this.FrontDirection;
                    float distOnTangent = Vector2.Dot(V, T);

                    // take a shot at quitting this check early...
                    if (Math.Abs(distOnTangent) < this.Width / 2)
                    {
                        // might be touching... keep checking.

                        Vector2 ptT = this.Center + (distOnTangent * T);        //Point on tangent
                        Vector2 N = obj.Center - ptT;                           //Normal vector
                        N.Normalize();
                        float distOnNormal = Vector2.Dot(V, N);

                        if (Math.Abs(distOnNormal) < this.Height / 2)
                        {
                            // yes, object is within bounds of mover.
                            // obj.Label = "touching";
                            ((Money)obj).setNewOwner(this);

                        }
                    }
                }
            }
        }
Exemplo n.º 53
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 /// <summary>
 /// Returns if the center of this primitive is "above" (in y) in relation to the center of otherPrimitive.
 /// </summary>
 /// <param name="otherPrimitive">the other primitive.</param>
 /// <returns>True: if the center's y value of this primitive is greater than the
 /// y value of the max bound of otherPrimitive, returns
 /// false otherwise.</returns>
 public bool Above(XNACS1Primitive otherPrimitive)
 {
     return(Center.Y > otherPrimitive.MaxBound.Y);
 }
Exemplo n.º 54
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        internal bool TexturesCollided(XNACS1Primitive primitive1, XNACS1Primitive primitive2, out Vector2 collidePos)
        {
            collidePos = Vector2.Zero;

            Texture2D tex1 = m_TexTable.FindTexture(primitive1.Texture);
            Texture2D tex2 = m_TexTable.FindTexture(primitive2.Texture);

            if ((null == tex1) || (null == tex2))
            {
                return(false);
            }

            Color[] tex1Color = m_TexTable.FindTextureColor(primitive1.Texture);
            Color[] tex2Color = m_TexTable.FindTextureColor(primitive2.Texture);


            bool  pixelTouch = false;
            float r1InRadian = MathHelper.ToRadians(primitive1.RotateAngle);
            float r2InRadian = MathHelper.ToRadians(primitive2.RotateAngle);

            Vector2 p1XDir = RotateVectorByAngle(Vector2.UnitX, r1InRadian);
            Vector2 p1YDir = RotateVectorByAngle(Vector2.UnitY, r1InRadian);

            Vector2 p2XDir = RotateVectorByAngle(Vector2.UnitX, r2InRadian);
            Vector2 p2YDir = RotateVectorByAngle(Vector2.UnitY, r2InRadian);

            int tex1Width   = tex1.Width;
            int tex1Height  = tex1.Height;
            int tex1XOffset = 0;
            int tex1YOffset = 0;

            int tex2Width   = tex2.Width;
            int tex2Height  = tex2.Height;
            int tex2XOffset = 0;
            int tex2YOffset = 0;

            if (primitive1.UseSpriteSheet)
            {
                tex1Width   = primitive1.m_SpriteSourceRect.Width;
                tex1Height  = primitive1.m_SpriteSourceRect.Height;
                tex1XOffset = primitive1.m_SpriteSourceRect.X;
                tex1YOffset = primitive1.m_SpriteSourceRect.Y;
            }

            if (primitive2.UseSpriteSheet)
            {
                tex2Width   = primitive2.m_SpriteSourceRect.Width;
                tex2Height  = primitive2.m_SpriteSourceRect.Height;
                tex2XOffset = primitive2.m_SpriteSourceRect.X;
                tex2YOffset = primitive2.m_SpriteSourceRect.Y;
            }

            int i = 0;

            while ((!pixelTouch) && (i < tex1Width))
            {
                int j = 0;
                while ((!pixelTouch) && (j < tex1Height))
                {
                    collidePos = primitive1.TextureToWorldPos(i, j, tex1Width, tex1Height, p1XDir, p1YDir);
                    Color color1 = tex1Color[tex1XOffset + i + ((j + tex1YOffset) * tex1.Width)];
                    if (color1.A > 0)
                    {
                        int p2I, p2J;
                        primitive2.CameraPosToTexIndex(collidePos, tex2Width, tex2Height, p2XDir, p2YDir, out p2I, out p2J);

                        if ((p2I >= 0) && (p2I < tex2Width) &&
                            (p2J >= 0) && (p2J < tex2Height))
                        {
                            pixelTouch = (tex2Color[tex2XOffset + p2I + ((p2J + tex2YOffset) * tex2.Width)].A > 0);
                        }
                    }
                    j++;
                }
                i++;
            }

            return(pixelTouch);
        }