Пример #1
0
 public static bool InRangeOfInteraction(CollisionModel otherInstanceSpecs, CollisionModel currentSpecs)
 {
     if (getDistance(otherInstanceSpecs, currentSpecs) < Common.Settings.ActorSettings.InteractionDistance)
     {
         return(true);
     }
     return(false);
 }
Пример #2
0
 public static bool Colliding(CollisionModel other, CollisionModel current)
 {
     if (Intersect(other, current) || Intersect(current, other))
     {
         return(true);
     }
     return(false);
 }
Пример #3
0
 private static bool PointWithin(CollisionModel area, Point point)
 {
     if (point.X <= area.X + area.Size / 2 && point.X >= area.X - area.Size / 2 &&
         point.Y <= area.Y + area.Size / 2 && point.Y >= area.Y - area.Size / 2)
     {
         return(true);
     }
     return(false);
 }
Пример #4
0
        private static int getDistance(CollisionModel from, CollisionModel to)
        {
            double xDiff           = from.X - to.X;
            double yDiff           = from.Y - to.Y;
            double stage           = 2;
            double mainCalculation = Math.Pow(xDiff, stage) + Math.Pow(yDiff, stage);
            double result          = Math.Sqrt(mainCalculation);

            return((int)result);
        }
Пример #5
0
        private static bool Intersect(CollisionModel from, CollisionModel to)
        {
            Point leftUp    = new Point(from.X - from.Size / 2, from.Y - from.Size / 2);
            Point rightUp   = new Point(from.X + from.Size / 2, from.Y - from.Size / 2);
            Point rightDown = new Point(from.X + from.Size / 2, from.Y + from.Size / 2);
            Point leftDown  = new Point(from.X - from.Size / 2, from.Y + from.Size / 2);

            if (PointWithin(to, leftUp) || PointWithin(to, rightUp) || PointWithin(to, rightDown) || PointWithin(to, leftDown))
            {
                return(true);
            }
            return(false);
        }