/// <summary> /// gets a list of all the tiles intersecting bounds. The returned list is ordered for collision detection based on the /// direction passed in so they can be processed in order. /// </summary> /// <returns>The colliding tiles.</returns> /// <param name="bounds">Bounds.</param> /// <param name="direction">Direction.</param> void populateCollidingTiles( Rectangle bounds, Edge direction ) { _collidingTiles.Clear(); var isHorizontal = direction.isHorizontal(); var primaryAxis = isHorizontal ? Axis.X : Axis.Y; var oppositeAxis = primaryAxis == Axis.X ? Axis.Y : Axis.X; // if we are going up or left we subtract 1 from our opposite edge so that it doesnt get the column/row of tiles when we are against them var oppositeDirection = direction.oppositeEdge(); var minSidePad = direction.isMin() ? -1 : 0; var firstPrimary = worldToTilePosition( bounds.getSide( oppositeDirection ) + minSidePad, primaryAxis ); var lastPrimary = worldToTilePosition( bounds.getSide( direction ), primaryAxis ); var primaryIncr = direction.isMax() ? 1 : -1; var min = worldToTilePosition( isHorizontal ? bounds.Top : bounds.Left, oppositeAxis ); var mid = worldToTilePosition( isHorizontal ? bounds.getCenter().Y : bounds.getCenter().X, oppositeAxis ); // same as above here. we subtract 1 to not grab an extra column/row of tiles which will mess up collisions var max = worldToTilePosition( isHorizontal ? bounds.Bottom - 1 : bounds.Right - 1, oppositeAxis ); var isPositive = mid - min < max - mid; var secondaryIncr = isPositive ? 1 : -1; var firstSecondary = isPositive ? min : max; var lastSecondary = !isPositive ? min : max; for( var primary = firstPrimary; primary != lastPrimary + primaryIncr; primary += primaryIncr ) { for( var secondary = firstSecondary; secondary != lastSecondary + secondaryIncr; secondary += secondaryIncr ) { var col = isHorizontal ? primary : secondary; var row = !isHorizontal ? primary : secondary; _collidingTiles.Add( _collisionLayer.getTile( col, row ) ); } } }