示例#1
0
 public void borderCollision(Entity sender, Entity other, CollisionPair pair)
 {
     var enemy = other.Tag as Player;
     if (enemy != null)
     {
         if (!player.EnemyCollision)
             player.tank.Velocity = -player.tank.Velocity;
         player.EnemyCollision = true;
     }
 }
示例#2
0
        private static CollisionPair GetCollisionPair(GhostLSBody ghost, int ID2)
        {
            LSBody body2;

            if ((body2 = PhysicsManager.SimObjects[ID2]).IsNotNull())
            {
                CollisionPair pair;
                if (!ghost.CollisionPairs.TryGetValue(body2.ID, out pair))
                {
                    pair = new CollisionPair();
                    ghost.CollisionPairs.Add(body2.ID, pair);
                    pair.Initialize(ghost, body2);
                    //Don't modify simulation object
                    //body2.CollisionPairHolders.Add(body1.ID);
                }
                return(pair);
            }
            return(null);
        }
示例#3
0
    /*
     * ______________ Why do we need this function?
     * ______________ Try taking it out and see what happens
     */
    void PositionalCorrection(CollisionPair c)
    {
        //If the shapes are in fact Colliding, push them apart the shortest distance direction (Away from the collision)
        //Check if The Mass of either Body is 0, and set their invMass to 0 if true
        //Otherwise it's 1/their respective Masses (or the Inverse, see where it went there?)
        const float percent = 0.2f;

        float invMassA, invMassB;

        if (c.rigidBodyA.mass == 0)
        {
            invMassA = 0;
        }
        else
        {
            invMassA = 1 / c.rigidBodyA.mass;
        }

        if (c.rigidBodyB.mass == 0)
        {
            invMassB = 0;
        }
        else
        {
            invMassB = 1 / c.rigidBodyB.mass;
        }
        //The position correction vector2 [x,y]
        //Basically, the (penetration of the collision/The combined Inverse Masses * percent) in the direction opposite of the collision
        Vector2 correction = ((collisions[c].penetration / (invMassA + invMassB)) * percent) * -collisions[c].collisionNormal;

        //Take the original position of the Rigidbody and add the correction to it
        Vector2 temp = c.rigidBodyA.transform.position;

        temp -= invMassA * correction;
        c.rigidBodyA.transform.position = temp;

        //Take the original position of the Rigidbody and add the correction to it
        temp  = c.rigidBodyB.transform.position;
        temp += invMassB * correction;
        c.rigidBodyB.transform.position = temp;
    }
示例#4
0
    /*
     * This function updates the position of solids upon collision using the inverse mass as weights (as well as a
     * pre-defined fixed percentage) so that objects which collided are just a bit separated, instead of still penetrating
     * We need this function to give the effect that collision happens "instantly" - i.e.: in just one frame
     * otherwise, with velocities opposed, this could create the "illusion" that, in the second frame after dectecting collision,
     * despite having their velocities altered (and in the opposite direction), they are still colliding - which triggers
     * changing the direction of their velocities - and so objects would collide several times during several frames
     * - only separating when their final velocity accumulated (wrongly) so that they can tear themselves appart
     * <- Why do we need this function?
     * Ok, will make a movie out of this and submit alongside the project
     * <- Try taking it out and see what happens
     */
    void PositionalCorrection(CollisionPair c)
    {
        const float percent = 0.2f;

        float invMassA, invMassB;

        if (c.rigidBodyA.mass == 0)
        {
            invMassA = 0;
        }
        else
        {
            invMassA = 1 / c.rigidBodyA.mass;
        }

        if (c.rigidBodyB.mass == 0)
        {
            invMassB = 0;
        }
        else
        {
            invMassB = 1 / c.rigidBodyB.mass;
        }

        Debug.Log("Correction: " + ((collisions[c].penetration / (invMassA + invMassB)) * percent));
        Vector2 correction = ((collisions[c].penetration / (invMassA + invMassB)) * percent) * -collisions[c].collisionNormal;

        Debug.Log("Correction: " + correction.x);

        Vector2 temp = c.rigidBodyA.transform.position;

        temp -= invMassA * correction;
        c.rigidBodyA.transform.position = temp;

        temp  = c.rigidBodyB.transform.position;
        temp += invMassB * correction;
        c.rigidBodyB.transform.position = temp;
    }
        /// <summary>
        /// This function handles objects entering the selection zone for adapative interactions
        /// </summary>
        /// <param name="currentCollider"> This is the collider that our selection zone is intersecting with </param>
        void OnTriggerEnter(Collider currentCollider)
        {
            // WAYPOINT COLLISION
            if (currentCollider.gameObject.CompareTag("waypoint"))
            {
                Debug.Log("getting here");

                Waypoint collidedWaypoint = currentCollider.gameObject.GetComponent <WaypointProperties>().classPointer;
                if (collidedWaypoint.id == "A0")
                {
                    Debug.Log("destroy");
                    Destroy(collidedWaypoint.gameObjectPointer.GetComponent <SphereCollider>());
                    return;
                }
                if (!currentCollisions.Any(x => (x.waypoint == collidedWaypoint && x.type == CollisionType.WAYPOINT)))
                {
                    //Debug.Log("A waypoint is entering the grab zone");

                    // We automatically default to the most recent waypointCollision
                    mostRecentCollision = new CollisionPair(collidedWaypoint, CollisionType.WAYPOINT);
                    ////Debug.Log("New mostRecentCollision is a waypoint - " + mostRecentCollision.waypoint.id);
                    currentCollisions.Add(mostRecentCollision);
                }
            }

            // LINE COLLISION
            // We must have left a waypoint (and had our mostRecentCollision.type set to NOTHING) in order to switch to selecting a line
            else if (currentCollider.tag == "Line Collider")
            {
                // This is the waypoint at the end of the line (the line points back toward the path origin / previous waypoint)
                Waypoint lineOriginWaypoint = currentCollider.GetComponent <LineProperties>().originWaypoint;
                if (!currentCollisions.Any(x => (x.waypoint == lineOriginWaypoint && x.type == CollisionType.LINE)))
                {
                    //Debug.Log("A line is entering the grab zone");
                    currentCollisions.Add(new CollisionPair(lineOriginWaypoint, CollisionType.LINE));
                }
            }
        }
        protected void BufferContactPoint(ref ContactPoint point)
        {
            if (_iContactPointCount == _iMaxContatPoints)
                return;

            // Angel buffers contact points, I don't know why.  We don't.
            PhysicsActor pa1 = point.Shape1.Body.GetUserData() as PhysicsActor;
            PhysicsActor pa2 = point.Shape2.Body.GetUserData() as PhysicsActor;
            if (pa1 == null || pa2 == null)
                return;

            CollisionPair pair = new CollisionPair(pa1, pa2);
            if (!_currentTouches.ContainsKey(pair))
            {
                pa1.OnCollision(pa2, ref point);

                if (Switchboard.Instance["CollisionWith" + pa1.Name] != null)
                {
                    Switchboard.Instance.Broadcast(new Message("CollisionWith" + pa1.Name));
                    _currentTouches.Add(pair, true);
                }
            }

            pair = new CollisionPair(pa2, pa1);
            if (!_currentTouches.ContainsKey(pair))
            {
                pa2.OnCollision(pa1, ref point);

                if (Switchboard.Instance["CollisionWith" + pa2.Name] != null)
                {
                    Switchboard.Instance.Broadcast(new Message("CollisionWith" + pa2.Name));
                    _currentTouches.Add(pair, true);
                }
            }

            _iContactPointCount++;
        }
        /// <summary>
        /// This method updates the mostRecentCollision, used for adaptive controller interactions
        /// </summary>
        private void CollisionsUpdate()
        {
            // Check if there are no objects in the selection zone
            if (currentCollisions.Count == 0)
            {
                // We note that there is nothing in the selection zone
                if (mostRecentCollision.waypoint != null || mostRecentCollision.type != CollisionType.NOTHING)
                {
                    mostRecentCollision.waypoint = null;
                    mostRecentCollision.type     = CollisionType.NOTHING;
                    //Debug.Log("There is nothing in the grab zone - " + mostRecentCollision);
                }
            }

            // Otherwise, we check if the lastSelected Object is still in the selection zone
            else if (!currentCollisions.Any(x => x.waypoint == mostRecentCollision.waypoint))
            {
                // If the mostRecentCollision.waypoint isn't in the selection zone anymore, we need to grab the next most recent collision

                // We prioritize the most recent waypoint collision
                // Because we add to the end of the list, we need to grab the last waypoint on the list
                CollisionPair possibleWaypointCollision = currentCollisions.FindLast(collision => collision.type == CollisionType.WAYPOINT);

                if (possibleWaypointCollision != null)
                {
                    mostRecentCollision = possibleWaypointCollision;
                    //Debug.Log("New mostRecentCollision is a waypoint - " + mostRecentCollision.waypoint.id);
                }
                else
                {
                    // If we did not find any waypoints, we look for the first line collision
                    mostRecentCollision = currentCollisions[currentCollisions.Count - 1];
                    //Debug.Log("New mostRecentCollision is a line - " + mostRecentCollision.waypoint.id);
                }
            }
        }
        public void TestAll()
        {
            for (int i = 0; i < collideableObjects.Count; i++)
            {
                for(int j = i + 1; j < collideableObjects.Count; j++)
                {
                    Rectangle intersection = CollisionTest(collideableObjects[i], collideableObjects[j]);
                    CollisionPair pair = new CollisionPair(collideableObjects[i], collideableObjects[j]);
                    CollisionPair lastCollision = currentCollisions.Find(x => x == pair);

                    if (intersection != Rectangle.Empty)
                    {
                        CollisionInfo infoA = new CollisionInfo(collideableObjects[j], intersection, intersection.Center.ToVector2());
                        CollisionInfo infoB = new CollisionInfo(collideableObjects[i], intersection, intersection.Center.ToVector2());
                        collideableObjects[i].OnCollision(infoA);
                        collideableObjects[j].OnCollision(infoB);

                        if (lastCollision.A == null)
                        {
                            currentCollisions.Add(pair);
                            collideableObjects[i].OnCollisionEnter(infoA);
                            collideableObjects[j].OnCollisionEnter(infoB);
                        }
                    }
                    else
                    {
                        if (lastCollision.A != null)
                        {
                            currentCollisions.Remove(lastCollision);
                            collideableObjects[i].OnCollisionExit(collideableObjects[j]);
                            collideableObjects[j].OnCollisionExit(collideableObjects[i]);
                        }
                    }
                }
            }
        }
示例#9
0
 public CollisionPair Swap(CollisionPair s)
 {
     return(new CollisionPair(s.b, s.a));
 }
示例#10
0
        /// <summary>
        /// Handles the impact of the cannonball against some other object.
        /// </summary>
        /// <param name="sender">The cannonball.</param>
        /// <param name="other">Other entity involved in the collision.</param>
        /// <param name="pair">Collision pair between the two entities.</param>
        public void HandleImpact(Entity sender, Entity other, CollisionPair pair)
        {
            //Only handle the impact if it was the first impact.
            if (Space != null)
            {
                //Query the physics engine's broad phase collision detection system to determine which entities have
                //bounding boxes that overlap the explosion volume.
                List<Entity> hitEntities = Resources.GetEntityList();
                var explosionVolume = new BoundingSphere(sender.CenterPosition, ExplosionRadius);

                Space.BroadPhase.GetEntities(explosionVolume, hitEntities);
                foreach (Entity e in hitEntities)
                {

                    var enemy = e.Tag as TriangleMesh;
                    if (enemy != null)
                    {
                        Manager.RemoveCannonBall(this);
                        // Terrain was hit!
                    }
                    var enemy2 = e.Tag as Player;
                    if (enemy2 != null)
                    {
                        //enemy2.Life -= 10;
                        enemy2.ReceiveDamage(5);
                        // Player tank was was hit!
                    }

                    var enemy3 = e.Tag as Enemy;
                    if (enemy3 != null)
                    {
                        enemy3.Life -= 1;
                        enemy3.IsHited = true;
                        if (enemy3.Life < 0)
                        {
                            enemy3.IsDead = true;
                            Space.Remove(enemy3.Tank_box);
                        }
                        //Console.WriteLine("Hit" + enemy3.Life);

                    } // enemy was hit

                    var enemy4 = e.Tag as Wall;
                    if (enemy4 != null && (e.IsDynamic == false))
                        e.BecomeDynamic(1f);

                    var enemy5 = other.Tag as Building;
                    if (enemy5 != null)
                    {
                        Explosion explosion2 = new Explosion(sender, 500, ExplosionRadius, Space, game);
                        explosion2.Explode();
                    }

                    var enemy6 = other.Tag as EntityModel;
                    if (enemy6 != null)
                    {
                        Explosion explosion2 = new Explosion(sender, 500, ExplosionRadius, Space, game);
                        explosion2.Explode();
                    }

                }
                Explosion explosion = new Explosion(sender, 500, ExplosionRadius, Space, game);
                explosion.Explode();
                Manager.RemoveCannonBall(this);
                blast.Play();
            }
        }
示例#11
0
 internal DirectEnumerationSolver(CollisionPair pair)
 {
     this.pair = pair;
 }
示例#12
0
文件: UFOLeaf.cs 项目: xfanw/Game
        public override void Visit(ShipBulletCol b)
        {
            GameObject BulletChildren = (GameObject)Iterator.GetChild(b);

            CollisionPair.Collide(BulletChildren, this);
        }
        public void CheckAndDistributeCollision()
        {
            if (!Active)
            {
                return;
            }
            if (_ranIndex < 0)
            {
                _ranIndex = PhysicsManager.RanCollisionPairs.Add(new PhysicsManager.InstanceCollisionPair(_Version, this));
            }
            IsCollidingChanged   = false;
            LastFrame            = LockstepManager.FrameCount;
            CurrentCollisionPair = this;
            if (CullCounter <= 0)
            {
                GenerateCircleValues();
                if (CheckHeight())
                {
                    bool result = CheckCollision();

                    if (result != IsColliding)
                    {
                        IsColliding        = result;
                        IsCollidingChanged = true;
                    }
                    if (CheckCollision())
                    {
                        DistributeCollision();
                    }
                }
                Body1.NotifyContact(Body2, IsColliding, IsCollidingChanged);
                Body2.NotifyContact(Body1, IsColliding, IsCollidingChanged);
                if (IsColliding == false)
                {
                    //A negative cull counter means a Body is preventing culling
                    if (CullCounter >= 0)
                    {
                        if (PreventDistanceCull)
                        {
                            CullCounter = (short)(
                                (LockstepManager.FrameCount - LastCollidedFrame) / PhysicsManager.CullTimeStep);
                            if (CullCounter > PhysicsManager.CullTimeMax)
                            {
                                CullCounter = PhysicsManager.CullTimeMax;
                            }
                        }
                        else
                        {
                            //Set number of frames until next collision check based on distance
                            var distCull = (
                                ((FastDistance - FastDistanceOffset) >> FixedMath.SHIFT_AMOUNT)
                                / PhysicsManager.CullDistanceStep + PhysicsManager.CullDistributor
                                );
                            if (distCull > PhysicsManager.CullDistanceMax)
                            {
                                distCull = PhysicsManager.CullDistanceMax;
                            }
                            if (distCull < 0)
                            {
                                distCull = 0;
                            }

                            var timeCull = (LockstepManager.FrameCount - LastCollidedFrame) / PhysicsManager.CullTimeStep;
                            if (timeCull > PhysicsManager.CullTimeMax)
                            {
                                timeCull = PhysicsManager.CullTimeMax;
                            }

                            CullCounter = (short)(timeCull + distCull);
                        }
                    }
                }
                else
                {
                    LastCollidedFrame = LockstepManager.FrameCount;
                }
            }
            else
            {
                if (Body1.PartitionChanged || Body2.PartitionChanged)
                {
                    //New partition so collision culling may not be calculated yet
                    CullCounter = 0;
                    CheckAndDistributeCollision();
                }
                else
                {
                    //Culled and counter 1 step closer until checking again
                    CullCounter--;
                }
            }
        }
示例#14
0
        public void tankCollision(Entity sender, Entity other, CollisionPair pair)
        {
            var enemy = other.Tag as TriangleMesh;
            if (enemy != null)
            {
                // Terrain was hit!
            }

            var enemy2 = other.Tag as Player;
            if (enemy2 != null)
            {
                // Player tank was was hit!
            }

            var enemy3 = other.Tag as Enemy;
            if (enemy3 != null)
            {
                if (!player.EnemyCollision)
                    player.tank.Velocity = -player.tank.Velocity;
                player.EnemyCollision = true;
            } // Enemy was hit

            var enemy4 = other.Tag as Wall;
            if (enemy4 != null && (other.IsDynamic == false))
                other.BecomeDynamic(1f);

            var enemy5 = other.Tag as Building;
            if (enemy5 != null)
            {
                if (!player.EnemyCollision)
                    player.tank.Velocity = -player.tank.Velocity;
                player.EnemyCollision = true;
            }

            var enemy6 = other.Tag as HardWall;
            if (enemy6 != null)
            {
                if (!player.EnemyCollision)
                    player.tank.Velocity = -player.tank.Velocity;
                player.EnemyCollision = true;
            }
        }
示例#15
0
文件: Wall.cs 项目: ravduke/Tank-Wars
 /// <summary>
 /// Handles what happens when an entity enters the wall's hit volume.
 /// If it's an enemy, boom!!
 /// </summary>
 /// <param name="toucher">Entity touching the volume.</param>
 /// <param name="volume">Volume being touched.</param>
 public void EntityEntersVolume(Entity sender, Entity other, CollisionPair pair)
 {
     IsAlive = false;
     //Health -= 5001; //Remove the graphics too.
        // Space.Remove(sender);
        // Console.WriteLine("Touch!");
 }
示例#16
0
 public bool Equals(CollisionPair other)
 {
     return((Object1.Equals(other.Object1) && Object2.Equals(other.Object2)) ||
            (Object1.Equals(other.Object2) && Object2.Equals(other.Object1)));
 }
 /// <summary>
 /// Constructs a new linear friction constraint.
 /// </summary>
 /// <param name="pair">Collision pair owning this friction constraint.</param>
 internal SlidingFrictionTwoAxisObsolete(CollisionPair pair)
 {
     this.pair = pair;
 }
示例#18
0
 /// <summary>
 /// Removes an existing callback function. You need to set the CollisionPair.PhysicsObject1
 /// and CollisionPair.PhysicsObject2 so that it knows which collision callback to remove.
 /// </summary>
 /// <param name="pair">A pair of IPhysicsObject to detect collisions</param>
 public void RemoveCollisionCallback(CollisionPair pair)
 {
     collisionCallbacks.Remove(pair);
 }
示例#19
0
 /// <summary>
 /// Adds a collision callback function. You need to set the CollisionPair.PhysicsObject1
 /// and CollisionPair.PhysicsObject2, but you shouldn't set other properties of CollisionPair.
 /// Other properties of CollisionPair are set automatically when it's returned from the
 /// CollisionCallback delegate/callback function.
 /// </summary>
 /// <remarks>
 /// You can't add more than one collision callback function for the same collision pair.
 /// </remarks>
 /// <param name="pair">A pair of IPhysicsObject to detect collisions</param>
 /// <param name="handler">The callback function to be called when the pair collides</param>
 public void AddCollisionCallback(CollisionPair pair, CollisionCallback handler)
 {
     if (!collisionCallbacks.ContainsKey(pair))
     {
         collisionCallbacks.Add(pair, handler);
     }
 }
示例#20
0
    /*
     * Check collisions betweem all the objects in the scene
     */
    void CheckCollisions()
    {
        foreach (PhysicsRBody bodyA in rigidBodies.GetRange(0, rigidBodies.Count - 1))
        {
            foreach (PhysicsRBody bodyB in rigidBodies.GetRange(rigidBodies.IndexOf(bodyA), rigidBodies.Count - rigidBodies.IndexOf(bodyA)))
            {
                if (bodyA != bodyB)
                {
                    /*
                     * builds the collision pair just before analysing if collision really happened
                     */
                    CollisionPair pair = new CollisionPair();
                    pair.rigidBodyA = bodyA; pair.rigidBodyB = bodyB;

                    Vector2 distance  = bodyB.transform.position - bodyA.transform.position;
                    Vector2 halfSizeA = (bodyA.aabb.tRight - bodyA.aabb.bLeft) / 2;
                    Vector2 halfSizeB = (bodyB.aabb.tRight - bodyB.aabb.bLeft) / 2;

                    Vector2 gap = new Vector2(Mathf.Abs(distance.x), Mathf.Abs(distance.y)) - (halfSizeA + halfSizeB);

                    // Seperating Axis Theorem test
                    if (gap.x < 0 && gap.y < 0)
                    {
                        //Debug.Log("Collided!!!");
                        //Debug.Log(bodyA.gameObject.name);
                        //Debug.Log(bodyB.gameObject.name);

                        /*
                         * Removes data from a "previous" collision between those two objects
                         */
                        if (collisions.ContainsKey(pair))
                        {
                            collisions.Remove(pair);
                        }

                        CollisionInfo colInfo = new CollisionInfo();
                        if (gap.x > gap.y)
                        {
                            Debug.Log("GapX - collision is happening in the x Axis");
                            if (distance.x > 0)
                            {
                                /*
                                 * In this case the collision is happening like this:
                                 * B to the left of A
                                 */
                                colInfo.collisionNormal += new Vector2(1, 0);
                            }
                            else
                            {
                                /*
                                 * In this case the collision is happening like this:
                                 * A to the left of B
                                 */
                                colInfo.collisionNormal += new Vector2(-1, 0);
                            }
                            colInfo.penetration = gap.x;
                            Debug.Log("Penetration: " + gap.x);
                        }
                        else
                        {
                            Debug.Log("GapY");
                            if (distance.y > 0)
                            {
                                colInfo.collisionNormal += new Vector2(0, 1);
                            }
                            else
                            {
                                colInfo.collisionNormal += new Vector2(0, -1);
                            }
                            colInfo.penetration = gap.y;
                        }
                        collisions.Add(pair, colInfo);
                    }
                    else if (collisions.ContainsKey(pair))
                    {
                        /* Removes data from a collision between those two objects that is happening no more */
                        //if(pair.rigidBodyA.IsGrounded() && pair.rigidBodyA.mass > 0){
                        //pair.rigidBodyA.grounded = false;
                        //}
                        //if(pair.rigidBodyB.IsGrounded() && pair.rigidBodyB.mass > 0){
                        //pair.rigidBodyB.grounded = false;
                        //}
                        Debug.Log("Removed - Collision happens no more");
                        collisions.Remove(pair);
                    }
                }
            }
        }
    }
示例#21
0
    static void ResolveCollision(CollisionPair pair)
    {
        if (pair.a == null || pair.b == null || pair.a.gameObject == null || pair.b.gameObject == null)
        {
            return;
        }

        NumberInfo a = pair.a;
        NumberInfo b = pair.b;

        if (a.transform.parent == b.transform.parent && b.transform.parent != null)
        {
            return;
        }                                                                                               // don't combine from same generator
//		if (a.transform.parent.GetComponent<AISpikeyGenerator>() && b.tran
        if (a.destroyedThisFrame || b.destroyedThisFrame)
        {
            return;
        }
        if (a.GetComponent <SoapedNumber>() && b.GetComponent <SoapedNumber>())
        {
            return;
        }                                                                                         // soaped number don't combine with each other.
        if (a.GetComponent <TemporaryPreventCombine>() || b.GetComponent <TemporaryPreventCombine>())
        {
            return;
        }                                                                                                               // numbers chopped with sword won't recombine. This behavior is destoyed on player pickup.
        if (a.GetComponent <BlobNumber>() || b.GetComponent <BlobNumber>())
        {
//			if (a.GetComponent<MonsterSnail>() || b.GetComponent<MonsterSnail>()) { return; } // blob monsters
            if (a.GetComponent <BlobNumber>() && b.GetComponent <Rigidbody>() && !b.GetComponent <Rigidbody>().isKinematic)
            {
                a.Eat(b);
            }
            else if (b.GetComponent <BlobNumber>() && a.GetComponent <Rigidbody>() && !a.GetComponent <Rigidbody>().isKinematic)
            {
                b.Eat(a);
            }
        }
        else if (a.GetComponent <MonsterAISpikey1>() || b.GetComponent <MonsterAISpikey1>())
        {
            if (a.GetComponent <MonsterAISpikey1>() && b.GetComponent <MonsterAISpikey1>())
            {
                return;
            }                                                                                                     // spikey' dont eat each other
            else if (!a.GetComponent <Rigidbody>() || !b.GetComponent <Rigidbody>())
            {
                return;
            }                                                                                              // spikeys dont interact with non rigidbodies
            else if (a.GetComponent <Rigidbody>() && a.GetComponent <Rigidbody>().isKinematic)
            {
                return;
            }                                                                                                        // spikeys dont eat kinematics.
            else if (b.GetComponent <Rigidbody>() && b.GetComponent <Rigidbody>().isKinematic)
            {
                return;
            }                                                                                                        // spikeys dont eat kinematics.
            else if (a.GetComponent <MonsterAISpikey1>() && !b.GetComponent <MonsterAISpikey1>())
            {
                a.Eat(b);
            }                                                                                                             // spikeys eat regular num
            else if (!a.GetComponent <MonsterAISpikey1>() && b.GetComponent <MonsterAISpikey1>())
            {
                b.Eat(a);
            }
        }
        else if (a.fraction.numerator == -b.fraction.numerator && a.fraction.denominator == b.fraction.denominator)
        {
//			DestroyedFX(a.transform,b.tran);
//			b.DestroyedFX();
            a.ZeroFX(a.transform.position);
            a.GemFX();
            b.ZeroFX(b.transform.position);
            b.GemFX();
            Destroy(a.gameObject);             //if (a.myShape == NumberShape.Cube) NumberPool.inst.DestroyOrPool (a);
//			else Destroy(a.gameObject);
            Destroy(b.gameObject);             //if (b.myShape == NumberShape.Cube) NumberPool.inst.DestroyOrPool (b);
//			else Destroy(b.gameObject);

            SMW_FX.CreateSmallPurpleExplosion(a.transform.position);  //,1.5f,.5f);
            SMW_FX.CreateWhiteFlash(a.transform.position);            //,20f,.3f);
            SMW_FX.CreateShards(a.transform.position);


            SMW_FX.CreateTextEffect(a.transform.position, "zero");
            a.destroyedThisFrame = true;
            b.destroyedThisFrame = true;
//			a.DestroyedFX();
//			AudioManager.inst.PlayNumberShatter(a.transform.position);
            return;
        }
        else if (a.myShape == NumberShape.Cube && b.myShape == NumberShape.Sphere)
        {
            a.Eat(b);
        }
        else if (a.myShape == NumberShape.Sphere && b.myShape == NumberShape.Cube)
        {
            b.Eat(a);
        }
        else if (a.myShape == NumberShape.Cube && b.myShape == NumberShape.Cube)
        {
            if (a.gameObject.GetComponent <Rigidbody>() && !b.gameObject.GetComponent <Rigidbody>())
            {
                b.Eat(a);
            }
            else if (b.gameObject.GetComponent <Rigidbody>() && !a.gameObject.GetComponent <Rigidbody>())
            {
                a.Eat(b);
            }
        }
        else if (a.gameObject.GetComponent <Rigidbody>() && a.gameObject.GetComponent <Rigidbody>().isKinematic)
        {
            a.Eat(b);
        }
        else if (b.gameObject.GetComponent <Rigidbody>() && b.gameObject.GetComponent <Rigidbody>().isKinematic)
        {
            b.Eat(a);
        }
        else if (a.neverEats)
        {
            b.Eat(a);
        }
        else if (b.neverEats)
        {
            a.Eat(b);
        }
        else if (a.combineLayer > b.combineLayer)
        {
            a.Eat(b);
        }
        else if (a.combineLayer < b.combineLayer)
        {
            b.Eat(a);
        }
        else if (a.gameObject == PlayerGadgetController.inst.thrownNumber)
        {
            b.Eat(a);
        }
        else if (b.gameObject == PlayerGadgetController.inst.thrownNumber)
        {
            a.Eat(b);
        }
        else if (a.GetComponent <SoapedNumber>() && !b.GetComponent <SoapedNumber>())
        {
            a.Eat(b);
        }
        else if (b.GetComponent <SoapedNumber>() && !a.GetComponent <SoapedNumber>())
        {
            b.Eat(a);
        }
        else if (a.gameObject.GetComponent <Rigidbody>() && b.gameObject.GetComponent <Rigidbody>())
        {
            float velA = a.gameObject.GetComponent <Rigidbody>().velocity.sqrMagnitude;
            float velB = b.gameObject.GetComponent <Rigidbody>().velocity.sqrMagnitude;
            if (velA < velB)
            {
                a.Eat(b);
            }
            else
            {
                b.Eat(a);
            }
        }
        else if (Fraction.AbsGreater(a.fraction, b.fraction))
        {
            a.Eat(b);
        }
        else if (Fraction.AbsGreater(b.fraction, a.fraction))
        {
            b.Eat(a);
        }
    }
示例#22
0
        public void tankCollision(Entity sender, Entity other, CollisionPair pair)
        {
            var enemy = other.Tag as TriangleMesh;
            if (enemy != null)
            {
                 // Terrain was hit!
            }

            var enemy2 = other.Tag as Player; // Player tank was was hit!
            if (enemy2 != null)
            {
                if (!enemy2.EnemyCollision)
                    enemy2.tank.Velocity = -enemy2.tank.Velocity;
                enemy2.EnemyCollision = true;
            }

            var enemy3 = other.Tag as Enemy;
            if (enemy3 != null)
            {  } // Enemy was hit

            var enemy4 = other.Tag as Wall;
            if (enemy4 != null && (other.IsDynamic == false))
                other.BecomeDynamic(1f);
        }
示例#23
0
    void CheckCollisions()
    {
        //Check each PhysicsRBody against Every other PhysicsRBody
        //check to make sure they aren't the Same PhysicsRBody
        //Build a CollisionPair called pair
        //Build a CollisionInfo called colInfo
        //Distance is a Vector2 [(bodyB.x -bodyA.x), (bodyB.y -bodyA.y)]
        //halfSizeA is a Vector2 [Half the length of the top/bottom, Half the length of the sides]
        //halfSizeB is a Vector2 [Half the length of the top/bottom, Half the length of the sides]
        //Kinda Like a Radius, but fer a square
        //then line ____ happens.. Vector2 gap =
        //
        foreach (PhysicsRBody bodyA in rigidBodies.GetRange(0, rigidBodies.Count - 1))
        {
            foreach (PhysicsRBody bodyB in rigidBodies.GetRange(rigidBodies.IndexOf(bodyA), rigidBodies.Count - rigidBodies.IndexOf(bodyA)))
            {
                if (bodyA != bodyB)
                {
                    CollisionPair pair    = new CollisionPair();
                    CollisionInfo colInfo = new CollisionInfo();
                    pair.rigidBodyA = bodyA; pair.rigidBodyB = bodyB;

                    Vector2 distance = bodyB.transform.position - bodyA.transform.position;

                    Vector2 halfSizeA = (bodyA.aabb.tRight - bodyA.aabb.bLeft) / 2;
                    Vector2 halfSizeB = (bodyB.aabb.tRight - bodyB.aabb.bLeft) / 2;

                    Vector2 gap = new Vector2(Mathf.Abs(distance.x), Mathf.Abs(distance.y)) - (halfSizeA + halfSizeB);

                    //// Seperating Axis Theorem test
                    if (gap.x < 0 && gap.y < 0)
                    {
                        //Check if the the two objects overlay on both the x AND y axis
                        Debug.Log("Collided!!!");

                        if (collisions.ContainsKey(pair))
                        {
                            //If the collisions list contains this "pair", remove it from the list
                            //Removed cuz They Collided, so we don't need to check em any more
                            collisions.Remove(pair);
                        }

                        if (gap.x > gap.y)
                        {
                            if (distance.x > 0)
                            {
                                //So There is space between the x positions, hmm?
                                //// ... Update collision normal
                            }
                            else
                            {
                                //So There is ain't a space between the x positions
                                //// ... Update collision normal
                            }
                            //The Magic gap.x Calcuation is added to the penetration member of colInfo
                            colInfo.penetration = gap.x;
                        }
                        else
                        {
                            if (distance.y > 0)
                            {
                                //So There is space between the y positions, hmm?
                                //// ... Update collision normal
                            }
                            else
                            {
                                //So There is ain't a space between the y positions
                                //// ... Update collision normal
                            }
                            //The Magic gap.y Calcuation is added to the penetration member of colInfo
                            //Completing it's Might!
                            colInfo.penetration = gap.y;
                        }
                        //Adding this pair, alomg with the colInfo to the Collisions list
                        collisions.Add(pair, colInfo);
                    }
                    else if (collisions.ContainsKey(pair))
                    {
                        //If the collisions list contains this "pair", remove it from the list
                        //Removed cuz They Collided?***********, so we don't need to check em any more
                        Debug.Log("removed");
                        collisions.Remove(pair);
                    }
                }
            }
        }
    }
示例#24
0
 /// <summary>
 /// Constructs a new linear friction constraint.
 /// </summary>
 /// <param name="pair">Collision pair owning this friction constraint.</param>
 internal SlidingFrictionOneAxisConstraint(CollisionPair pair)
 {
     this.pair = pair;
 }
示例#25
0
 /// <summary>
 /// Constructs a new linear friction constraint.
 /// </summary>
 /// <param name="pair">Collision pair owning this friction constraint.</param>
 internal SlidingFrictionTwoAxisObsolete(CollisionPair pair)
 {
     this.pair = pair;
 }
示例#26
0
        /// <summary>
        /// Handles what happens when an entity enters the wall's hit volume.
        /// If it's an enemy, boom!!
        /// </summary>
        /// <param name="toucher">Entity touching the volume.</param>
        /// <param name="volume">Volume being touched.</param>
        public void EntityEntersVolume(Entity sender, Entity other, CollisionPair pair)
        {
            var enemy = other.Tag as TriangleMesh;
            if (enemy != null)
            {
                // Terrain was hit!
            }

            var enemy2 = other.Tag as Player;
            if (enemy2 != null)
            {
                if (enemy2.Life < 100)  // Player tank caught heath package!
                {
                    space.Remove(body);
                    game.Components.Remove(this);
                    Random rand = new Random(0);
                     ;
                     enemy2.Life = Math.Min(100, enemy2.Life + (int)((float)rand.NextDouble() * 30f + 20f) );
                 }
            }
            var enemy3 = other.Tag as Enemy;
            if (enemy3 != null) // Enemy caught heath package!
            {
                if (enemy3.Life < 150)
                {
                    space.Remove(body);
                    game.Components.Remove(this);
                    Random rand = new Random(0);
                    enemy3.Life = Math.Min(150, enemy3.Life + Math.Min(150, enemy3.Life + (int)((float)rand.NextDouble() * 30f + 30f)));
                }
            }

            var enemy4 = other.Tag as Wall;
            if (enemy4 != null && (other.IsDynamic == false))
                other.BecomeDynamic(1f);

            var enemy5 = other.Tag as Building;
            if (enemy5 != null)
            {

            } // Church was hit, not nice
        }
 /// <summary>
 /// Constructs a new linear friction constraint.
 /// </summary>
 /// <param name="pair">Collision pair owning this friction constraint.</param>
 internal SlidingFrictionOneAxisConstraint(CollisionPair pair)
 {
     this.pair = pair;
 }
示例#28
0
    void CheckCollisions()
    {
        foreach (PhysicsRBody bodyA in rigidBodies.GetRange(0, rigidBodies.Count - 1))
        {
            foreach (PhysicsRBody bodyB in rigidBodies.GetRange(rigidBodies.IndexOf(bodyA), rigidBodies.Count - rigidBodies.IndexOf(bodyA)))
            {
                if (bodyA != bodyB)
                {
                    CollisionPair pair    = new CollisionPair();
                    CollisionInfo colInfo = new CollisionInfo();
                    pair.rigidBodyA = bodyA;
                    pair.rigidBodyB = bodyB;

                    Vector2 distance = bodyB.transform.position - bodyA.transform.position;

                    Vector2 halfSizeA = (bodyA.aabb.tRight - bodyA.aabb.bLeft) / 2;
                    Vector2 halfSizeB = (bodyB.aabb.tRight - bodyB.aabb.bLeft) / 2;

                    Vector2 gap = new Vector2(Mathf.Abs(distance.x), Mathf.Abs(distance.y)) - (halfSizeA + halfSizeB);

                    // Seperating Axis Theorem test
                    if (gap.x < 0 && gap.y < 0)
                    {
                        Debug.Log("Collided!!!");

                        if (collisions.ContainsKey(pair))
                        {
                            collisions.Remove(pair);
                        }

                        if (gap.x > gap.y)
                        {
                            if (distance.x > 0)
                            {
                                //Update collision Normal...
                                gap.Normalize();
                                pair.rigidBodyA.currentVelocity = new Vector2(0, 0);
                                pair.rigidBodyA.obeysGravity    = false;

                                //pair.rigidBodyB.currentVelocity = new Vector2 (0, 0);
                                //pair.rigidBodyB.obeysGravity = false;
                            }
                            else
                            {
                                //Update collision Normal...
                                gap.Normalize();
                                pair.rigidBodyA.currentVelocity = new Vector2(0, 0);
                                pair.rigidBodyA.obeysGravity    = false;

                                //pair.rigidBodyB.currentVelocity = new Vector2 (0, 0);
                                //pair.rigidBodyB.obeysGravity = false;
                            }
                            colInfo.penetration = gap.x;
                        }
                        else
                        {
                            if (distance.y > 0)
                            {
                                //Update collision Normal...
                                gap.Normalize();
                                pair.rigidBodyA.currentVelocity = new Vector2(0, 0);
                                pair.rigidBodyA.obeysGravity    = false;

                                //pair.rigidBodyB.currentVelocity = new Vector2 (0, 0);
                                //pair.rigidBodyB.obeysGravity = false;
                            }
                            else
                            {
                                //Update collision Normal...
                                gap.Normalize();
                                pair.rigidBodyA.currentVelocity = new Vector2(0, 0);
                                pair.rigidBodyA.obeysGravity    = false;

                                //pair.rigidBodyB.currentVelocity = new Vector2 (0, 0);
                                //pair.rigidBodyB.obeysGravity = false;
                            }
                            colInfo.penetration = gap.y;
                        }
                        collisions.Add(pair, colInfo);
                    }
                    else if (collisions.ContainsKey(pair))
                    {
                        Debug.Log("removed");
                        collisions.Remove(pair);
                    }
                }
            }
        }
    }
示例#29
0
 internal DirectEnumerationSolver(CollisionPair pair)
 {
     this.pair = pair;
 }