Пример #1
0
 public virtual bool Contains(GameObject target)
 {
     return target.Velocity.X >= this.Velocity.X &&
            target.Velocity.X <= this.Velocity.X + this.Width &&
            target.Velocity.Y >= this.Velocity.Y &&
            target.Velocity.Y <= this.Velocity.Y + this.Height;
 }
Пример #2
0
        public virtual bool InAttackRange(GameObject target)
        {
            var attackRange1 = (
                            ((this.Velocity.X + this.Width * 1.1) >= target.Velocity.X) &&
                            ((this.Velocity.X + this.Width * 0.9) <= target.Velocity.X)) &&
                            ((this.Velocity.Y >= (target.Velocity.Y - this.Height / 2)) &&
                            (this.Velocity.Y <= (target.Velocity.Y + target.Height)));
            var attackRange2 = (
                            (this.Velocity.X <= (target.Velocity.X + target.Width * 1.1)) &&
                            (this.Velocity.X >= (target.Velocity.X + target.Width * 0.9))) &&
                            ((this.Velocity.Y >= (target.Velocity.Y - this.Height / 2)) &&
                            (this.Velocity.Y <= (target.Velocity.Y + target.Height)));

            if (target is Enemy)
            {
                if (this.SpriteRotation == 0)
                {
                    return attackRange1;
                }

                return attackRange2;
            }

            if (target is IPlayer)
            {
                return attackRange1 || attackRange2;
            }

            return false;
        }
Пример #3
0
        public void Intersect(GameObject target)
        {
            if (this.Velocity.X >= (target.Velocity.X - this.Width - BasicCharacterSpeed) && this.Velocity.X <= target.Velocity.X)
            {
                if (this.Velocity.Y < target.Velocity.Y + target.Height &&
                    this.Velocity.Y > target.Velocity.Y - this.Height)
                {
                    this.Directions[0] = BlockedDirections.BlockedRight;
                }
            }

            if (this.Velocity.X <= target.Velocity.X + target.Width + BasicCharacterSpeed && this.Velocity.X >= target.Velocity.X)
            {
                if (this.Velocity.Y < target.Velocity.Y + target.Height &&
                    this.Velocity.Y > target.Velocity.Y - this.Height)
                {
                    this.Directions[1] = BlockedDirections.BlockedLeft;
                }
            }

            if (this.Velocity.Y <= (target.Velocity.Y + target.Height + BasicCharacterSpeed) && this.Velocity.Y >= target.Velocity.Y)
            {
                if (this.Velocity.X > (target.Velocity.X - this.Width) &&
                    this.Velocity.X < (target.Velocity.X + target.Width))
                {
                    this.Directions[2] = BlockedDirections.BlockedUp;
                }
            }

            if (this.Velocity.Y >= (target.Velocity.Y - this.Height - BasicCharacterSpeed) && this.Velocity.Y <= target.Velocity.Y)
            {
                if (this.Velocity.X > (target.Velocity.X - this.Width) &&
                    this.Velocity.X < (target.Velocity.X + target.Width))
                {
                    this.Directions[3] = BlockedDirections.BlockedDown;
                }
            }
        }