private void adjustVelocityForRectangleCollision(Entity entity, float deltaT, Rectangle rect, ref Vector2 velocity) { Vector2 intersectionAmount; Vector2 tempPosition = entity.Position + (velocity * deltaT); if (rect.EIntersects(entity.GetBoundingBoxAt(tempPosition))) { tempPosition = entity.Position; tempPosition.X += velocity.X * deltaT; if (entity.GetBoundingBoxAt(tempPosition).Intersects(rect, out intersectionAmount)) { bool positive = velocity.X >= 0; velocity.X -= intersectionAmount.X / deltaT; if ((positive && velocity.X < 0) || (!positive && velocity.X > 0)) velocity.X = 0; } tempPosition = entity.Position; tempPosition.Y += velocity.Y * deltaT; if (entity.GetBoundingBoxAt(tempPosition).Intersects(rect, out intersectionAmount)) { bool positive = velocity.Y >= 0; velocity.Y -= intersectionAmount.Y / deltaT; if ((positive && velocity.Y < 0) || (!positive && velocity.Y > 0)) velocity.Y = 0; } } }
private void adjustVelocityForRectangleCollision(Entity entity, float deltaT, Rectangle rect, ref Vector2 velocity) { Vector2 intersectionAmount; Vector2 tempPosition = entity.Position + (velocity * deltaT); if (rect.EIntersects(entity.GetBoundingBoxAt(tempPosition))) { tempPosition = entity.Position; tempPosition.X += velocity.X * deltaT; if (entity.GetBoundingBoxAt(tempPosition).Intersects(rect, out intersectionAmount)) { bool positive = velocity.X >= 0; velocity.X -= intersectionAmount.X / deltaT; if ((positive && velocity.X < 0) || (!positive && velocity.X > 0)) { velocity.X = 0; } } tempPosition = entity.Position; tempPosition.Y += velocity.Y * deltaT; if (entity.GetBoundingBoxAt(tempPosition).Intersects(rect, out intersectionAmount)) { bool positive = velocity.Y >= 0; velocity.Y -= intersectionAmount.Y / deltaT; if ((positive && velocity.Y < 0) || (!positive && velocity.Y > 0)) { velocity.Y = 0; } } } }
private void handleWallCollisions(Entity entity, Delta delta, ref Vector2 velocity) { Vector2 newPosition = entity.Position + (velocity * delta.Time); Rectangle bounds = entity.GetBoundingBoxAt(newPosition); Point topLeftTileCoord = new Point(bounds.Left / Map.TileSize, bounds.Top / Map.TileSize); Point bottomRightTileCoord = new Point(bounds.Right / Map.TileSize, bounds.Bottom / Map.TileSize); for (int x = topLeftTileCoord.X; x <= bottomRightTileCoord.X; ++x) { for (int y = topLeftTileCoord.Y; y <= bottomRightTileCoord.Y; ++y) { if (Overworld.Map.CollisionMap[x, y]) { Rectangle tileRect = new Rectangle(x * Map.TileSize, y * Map.TileSize, Map.TileSize, Map.TileSize); adjustVelocityForRectangleCollision(entity, delta.Time, tileRect, ref velocity); } } } }