/// <summary> /// Am I currently colliding with the other CollidableObject? /// </summary> /// <param name="other"></param> /// <returns></returns> public bool CollidingWith(CollidableObject other) { if (!other.Active) { return(false); } return(CurrentCollisions.Contains(other.Coll)); }
public List <ViewGeometry> OnCheckCollision() { List <ViewGeometry> collisions = new List <ViewGeometry>(); foreach (var collision in CollisionMap.Where(p => Name != p.Name).ToDictionary(p => p.Geometry, o => o)) { bool isCollision = CollisionManager.CalculateCollision(Geometry, collision.Key); if (isCollision) { collisions.Add(collision.Value); } } foreach (var item in collisions) { if (!CurrentCollisions.Any(p => p == item)) { CurrentCollisions.Add(item); } if (!item.CurrentCollisions.Any(p => p == this)) { item.CurrentCollisions.Add(this); } if (item.CheckCollision != null) { item.CheckCollision(item.CurrentCollisions); } } foreach (var item in PreviousCollisions) { if (!collisions.Any(p => p == item)) { CurrentCollisions.Remove(item); item.CurrentCollisions.Remove(this); if (item.CheckCollision != null) { item.CheckCollision(item.CurrentCollisions); } } } PreviousCollisions = CurrentCollisions.ToList(); if (CheckCollision != null) { CheckCollision(CurrentCollisions); } return(collisions); }
/// <summary> /// Called every frame by the CollidableObject, which is called every frame by the Game1 class. /// Updates a Rectangle at the location of the Host GameObject each frame. /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { //Don't bother checking collisions if not active if (!Host.Active) { return; } UpdateHitbox(); if (!ChecksCollisions) { return; } foreach (CollidableObject c in GameManager.CollidableObjectsInView) { if (!c.Active) { continue; } //Don't check collisions with yourself! if (c.Name == Host.Name) { continue; } //If we intersect with a new object if (Hitbox.Intersects(c.Coll.Hitbox) && !CurrentCollisions.Contains(c.Coll)) { CurrentCollisions.Add(c.Coll); OnCollision(c.Coll); } //If stop intersecting with an object we just were intersecting with if (!Hitbox.Intersects(c.Coll.Hitbox) && CurrentCollisions.Contains(c.Coll)) { OnCollisionExit(c.Coll); CurrentCollisions.Remove(c.Coll); } } }
//public Hitbox AddHitbox(Body owner, Vector2 offset, Vector2 size, string color, CollisionType type, string value) //{ // return Game.World.AddHitbox( // Body, // offset, // size, // color, // type, // value // ); //} public void ClearCollisions() { CurrentCollisions.Clear(); CurrentFloorCollisions.Clear(); }
/// <summary> /// Clear everything that we're colliding with /// </summary> public void ResetCollider() { CurrentCollisions.Clear(); }