Пример #1
0
 public void AddCollidableInstance(CollideableGameObject gameObject, Type type)
 {
     if (!CollisionList.ContainsKey(type))
     {
         CollisionList.Add(type, new List <CollideableGameObject>());
     }
     CollisionList.TryGetValue(type, out cList);
     cList.Add(gameObject);
 }
Пример #2
0
        bool CheckEdges(CollideableGameObject t, CollideableGameObject o)
        {
            //This whole operation of checking edges is expensive and therefore we make sure
            //that the box is actually within the possible viscinity of collision

            //BoundingPoints This
            Vector2 TBottomRight = t.BoxPosition + new Vector2(t.BoxWidth, t.BoxHeight);
            Vector2 TBottomLeft  = t.BoxPosition + new Vector2(0, t.BoxHeight);
            Vector2 TTopLeft     = t.BoxPosition + new Vector2(0, 0);
            Vector2 TTopRight    = t.BoxPosition + new Vector2(t.BoxWidth, 0);

            //BoundingPoints Other
            Vector2 OBottomRight = o.BoxPosition + new Vector2(o.BoxWidth, o.BoxHeight);
            Vector2 OBottomLeft  = o.BoxPosition + new Vector2(0, o.BoxHeight);
            Vector2 OTopLeft     = o.BoxPosition + new Vector2(0, 0);
            Vector2 OTopRight    = o.BoxPosition + new Vector2(o.BoxWidth, 0);

            //RotatePoints This
            TBottomRight = Rotate(t.BoxX + t.BoxWidth / 2, t.BoxY + t.BoxHeight / 2, t.Rotation, TBottomRight + new Vector2(-0.5f, -0.5f));
            TBottomLeft  = Rotate(t.BoxX + t.BoxWidth / 2, t.BoxY + t.BoxHeight / 2, t.Rotation, TBottomLeft + new Vector2(0.5f, -0.5f));
            TTopLeft     = Rotate(t.BoxX + t.BoxWidth / 2, t.BoxY + t.BoxHeight / 2, t.Rotation, TTopLeft + new Vector2(0.5f, 0.5f));
            TTopRight    = Rotate(t.BoxX + t.BoxWidth / 2, t.BoxY + t.BoxHeight / 2, t.Rotation, TTopRight + new Vector2(-0.5f, 0.5f));

            //RotatePoints Other
            OBottomRight = Rotate(o.BoxX + o.BoxWidth / 2, o.BoxY + o.BoxHeight / 2, o.Rotation, OBottomRight + new Vector2(-0.5f, -0.5f));
            OBottomLeft  = Rotate(o.BoxX + o.BoxWidth / 2, o.BoxY + o.BoxHeight / 2, o.Rotation, OBottomLeft + new Vector2(0.5f, -0.5f));
            OTopLeft     = Rotate(o.BoxX + o.BoxWidth / 2, o.BoxY + o.BoxHeight / 2, o.Rotation, OTopLeft + new Vector2(0.5f, 0.5f));
            OTopRight    = Rotate(o.BoxX + o.BoxWidth / 2, o.BoxY + o.BoxHeight / 2, o.Rotation, OTopRight + new Vector2(-0.5f, 0.5f));

            Vector2[] TRectangleEdges = new Vector2[4];
            Vector2[] ORectangleEdges = new Vector2[4];

            Vector2[] TRectangleDiagonals = new Vector2[4];
            Vector2[] ORectangleDiagonals = new Vector2[4];

            TRectangleEdges[0] = TBottomRight;
            TRectangleEdges[1] = TBottomLeft;
            TRectangleEdges[2] = TTopLeft;
            TRectangleEdges[3] = TTopRight;

            ORectangleEdges[0] = OBottomRight;
            ORectangleEdges[1] = OBottomLeft;
            ORectangleEdges[2] = OTopLeft;
            ORectangleEdges[3] = OTopRight;

            TRectangleDiagonals[0] = TTopLeft;
            TRectangleDiagonals[1] = TBottomRight;
            TRectangleDiagonals[2] = TBottomLeft;
            TRectangleDiagonals[3] = TTopRight;

            ORectangleDiagonals[0] = OTopLeft;
            ORectangleDiagonals[1] = OBottomRight;
            ORectangleDiagonals[2] = OBottomLeft;
            ORectangleDiagonals[3] = OTopRight;

            //Check Intersection for rectangle edges
            for (int i = 0; i < TRectangleEdges.Length; i++)
            {
                for (int j = 0; j < ORectangleEdges.Length; j++)
                {
                    if (LineIntersection(TRectangleEdges[i], TRectangleEdges[(i + 1) % TRectangleEdges.Length], ORectangleEdges[j], ORectangleEdges[(j + 1) % ORectangleEdges.Length]))
                    {
                        return(true);
                    }
                }
            }

            //Check Intersection for internal diagonal lines
            for (int i = 0; i < TRectangleDiagonals.Length; i++)
            {
                for (int j = 0; j < ORectangleDiagonals.Length; j++)
                {
                    if (LineIntersection(TRectangleDiagonals[i], TRectangleDiagonals[(i + 1) % TRectangleDiagonals.Length], ORectangleDiagonals[j], ORectangleDiagonals[(j + 1) % ORectangleDiagonals.Length]))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Пример #3
0
        public override void Update()
        {
            Depth = Y;
            //check keys
            W = Keyboard.IsKeyDown(Keys.W);
            S = Keyboard.IsKeyDown(Keys.S);
            A = Keyboard.IsKeyDown(Keys.A);
            D = Keyboard.IsKeyDown(Keys.D);

            //axes
            axis_x_dir = Convert.ToInt32(D) - Convert.ToInt32(A);
            axis_y_dir = Convert.ToInt32(S) - Convert.ToInt32(W);

            //acceleration
            axis_x_add = axis_x_dir * axis_x_acceleration;
            axis_y_add = axis_y_dir * axis_y_acceleration;

            //restitution
            axis_x_sub = MathHelper.Min(axis_x_restitution, Math.Abs(axis_x)) * Math.Sign(axis_x) * Convert.ToInt32(axis_x_dir == 0);//cause if statements are slow?
            axis_y_sub = MathHelper.Min(axis_y_restitution, Math.Abs(axis_y)) * Math.Sign(axis_y) * Convert.ToInt32(axis_y_dir == 0);

            axis_x = MathHelper.Clamp(axis_x + axis_x_add - axis_x_sub, -axis_x_max, axis_x_max);
            axis_y = MathHelper.Clamp(axis_y + axis_y_add - axis_y_sub, -axis_y_max, axis_y_max);

            //normalize axis_x and axis_y
            if (axis_x != 0 && axis_y != 0)
            {
                var dist  = Math.Sqrt((axis_x * axis_x) + (axis_y * axis_y));
                var mdist = MathHelper.Min(movement_speed + 1, (float)dist);
                axis_x = (axis_x / (float)dist) * (mdist);
                axis_y = (axis_y / (float)dist) * (mdist);
            }

            CollideBlock = BoxCollisionList((int)axis_x, 0, typeof(Solid));
            if (CollideBlock != null && CollideBlock.Collision)
            {
                if (X > CollideBlock.BoxX && axis_x < 0)
                {
                    axis_x = 0;
                    //prevents clipping into the solid object's collisonbox when moving diagonally
                    X = CollideBlock.BoxX + CollideBlock.BoxWidth + Math.Abs(X - BoxX);
                }

                if (X < CollideBlock.BoxX && axis_x > 0)
                {
                    axis_x = 0;
                    //prevents clipping into the solid object's collisonbox when moving diagonally
                    X = CollideBlock.BoxX + Math.Abs(X - BoxX) - BoxWidth;
                }
            }

            CollideBlock = BoxCollisionList(0, (int)axis_y, typeof(Solid));
            if (CollideBlock != null && CollideBlock.Collision)
            {
                if (Y > CollideBlock.BoxY && axis_y < 0)
                {
                    axis_y = 0;
                    Y      = CollideBlock.BoxY + CollideBlock.BoxHeight + Math.Abs(Y - BoxY);
                }
                if (Y < CollideBlock.BoxY && axis_y > 0)
                {
                    axis_y = 0;
                    Y      = CollideBlock.BoxY + Math.Abs(Y - BoxY) - BoxHeight;
                }
            }

            //move coordinates
            X += (int)axis_x;
            Y += (int)axis_y;

            if (axis_x != 0 || axis_y != 0)
            {
                AnimationSpeed = 0.12f;
            }
            else
            {
                AnimationIndex = (int)MathHelper.Lerp(AnimationIndex, 0, 0.2f);
                AnimationSpeed = 0;
            }

            look_angle = MathHelper.ToDegrees(G.PointDirection(X, Y, Camera.MouseX, Camera.MouseY));
            SpriteDirection(look_angle);

            /*if (Keyboard.IsKeyDown(Keys.Down))
             * {
             *  Camera.Zoom -= 0.01f * Camera.Zoom;
             * }
             * if (Keyboard.IsKeyDown(Keys.Up))
             * {
             *  Camera.Zoom += 0.01f * Camera.Zoom;
             * }*/


            if (GetMousePressed(Mouse.LeftButton))
            {
                new PlayerAttack(X, Y);
            }

            if (GetKeyPressed(Keys.X))
            {
                new Player(X + 20, Y + 20);
                nrOfInstances++;
            }

            if (GetKeyPressed(Keys.Space))
            {
                Camera.ScreenShake += 8;
            }

            if (GetKeyPressed(Keys.R))
            {
                RestartGame();
            }


            if (AnimationIndex == numberOfFrames - 1 && animationCounter < 0.1f)
            {
                new Dust(X, (int)(Y + ScaledWidth / 2), G.PointDirection(0, 0, -axis_x, -axis_y) - MathHelper.ToRadians(90));
            }
            base.Update();
        }