Пример #1
0
        public void applyPhysics(Map map, Player player, Enemy[] enemies, GameTime gametime)
        {
            float x = 1.5f;
            player.Speed += new Vector2(0, 0.15f * x);

            mapCollisionPlayer(map, player);

            foreach (Enemy e in enemies)
            {
                e.Speed += new Vector2(0, 0.15f * x);
                if (e.IsAlive && e.IsOnScreen)
                {
                    mapCollisionEnemy(map, e);
                }
            }
        }
Пример #2
0
        private void mapCollisionEnemy(Map map, Enemy enemy)
        {
            Vector2 moveAmount = enemy.Speed;

            //foreach (Tile tile in tileList)
            //{
            //    moveAmount = horizontalCollisionTest(moveAmount, player, tile);
            //    moveAmount = verticalCollisionTest(moveAmount, player, tile);
            //}

            moveAmount = horizontalCollisionTest(moveAmount, enemy, map);
            moveAmount = verticalCollisionTestEnemy(moveAmount, enemy, map);

            Vector2 newPosition = enemy.Position + moveAmount;

            newPosition = new Vector2(
                MathHelper.Clamp(newPosition.X, 0,
                  map.WidthInPixel - enemy.collisionRect.Width),
                MathHelper.Clamp(newPosition.Y, 2 * (map.TileHeight),
                  map.HeightInPixel - enemy.collisionRect.Height));
            enemy.Position = newPosition;
        }
Пример #3
0
        private Vector2 horizontalCollisionTest(Vector2 moveAmount, Sprite player, Map map)
        {
            if (moveAmount.X == 0)
                return moveAmount;

            Rectangle afterMoveRect = player.collisionRect;
            afterMoveRect.Offset((int)moveAmount.X, 0);
            Vector2 corner1, corner2;

            if (moveAmount.X < 0)
            {
                corner1 = new Vector2(afterMoveRect.Left,
                                      afterMoveRect.Top + 1);
                corner2 = new Vector2(afterMoveRect.Left,
                                      afterMoveRect.Bottom - 1);
            }
            else
            {
                corner1 = new Vector2(afterMoveRect.Right,
                                      afterMoveRect.Top + 1);
                corner2 = new Vector2(afterMoveRect.Right,
                                      afterMoveRect.Bottom - 1);
            }

            Tile mapCell1 = map.getTile((int)(corner1.X / map.TileHeight), (int)(corner1.Y / map.TileWidth));
            Tile mapCell2 = map.getTile((int)(corner2.X / map.TileHeight), (int)(corner2.Y / map.TileWidth));

            if ((!mapCell1.IsBackground && !mapCell1.IsDestructible) ||
                (!mapCell2.IsBackground && !mapCell2.IsDestructible))
            {
                moveAmount.X = 0;
                player.Speed = new Vector2(0, player.Speed.Y);
            }

            return moveAmount;
        }
Пример #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            clientBounds = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height);

            //Test ausgabe Font
            perticles8 = Content.Load<SpriteFont>(@"Fonts\Pericles8");
            initializeTiles();

            map = new Map(baseTiles, screenSize);
            map.loadMap();

            initializePlayer();
            initializeEnemy();
        }
Пример #5
0
        private void mapCollisionPlayer(Map map, Player player)
        {
            if (player.Speed.Y != 0)
                player.IsOnGround = false;

            Vector2 moveAmount = player.Speed;

            //foreach (Tile tile in tileList)
            //{
            //    moveAmount = horizontalCollisionTest(moveAmount, player, tile);
            //    moveAmount = verticalCollisionTest(moveAmount, player, tile);
            //}

            moveAmount = horizontalCollisionTest(moveAmount, player, map);
            moveAmount = verticalCollisionTest(moveAmount, player, map);

            Vector2 newPosition = player.Position + moveAmount;

            newPosition = new Vector2(
                MathHelper.Clamp(newPosition.X, 0,
                  map.WidthInPixel - player.collisionRect.Width),
                MathHelper.Clamp(newPosition.Y, 2 * (map.TileHeight),
                  map.HeightInPixel - player.collisionRect.Height));
            player.Position = newPosition;
        }
Пример #6
0
        private Vector2 verticalCollisionTestEnemy(Vector2 moveAmount, Enemy player, Map map)
        {
            if (moveAmount.Y == 0)
                return moveAmount;

            Rectangle afterMoveRect = player.collisionRect;
            afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y);
            Vector2 corner1, corner2;

            if (moveAmount.Y < 0)
            {
                corner1 = new Vector2(afterMoveRect.Left + 1,
                                      afterMoveRect.Top);
                corner2 = new Vector2(afterMoveRect.Right - 1,
                                      afterMoveRect.Top);
            }
            else
            {
                corner1 = new Vector2(afterMoveRect.Left + 1,
                                      afterMoveRect.Bottom);
                corner2 = new Vector2(afterMoveRect.Right - 1,
                                      afterMoveRect.Bottom);
            }

            Tile mapCell1 = map.getTile((int)(corner1.X / map.TileHeight), (int)(corner1.Y / map.TileWidth));
            Tile mapCell2 = map.getTile((int)(corner2.X / map.TileHeight), (int)(corner2.Y / map.TileWidth));

            if ((!mapCell1.IsBackground && !mapCell1.IsDestructible) ||
                (!mapCell2.IsBackground && !mapCell2.IsDestructible))
            {
                //if (moveAmount.Y > 0)
                //    player.IsOnGround = true;
                moveAmount.Y = 0;
                player.Speed = new Vector2(player.Speed.X, 0);
            }

            return moveAmount;
        }