public bool CheckCollisionWithOtherPeople(ÊtreVivant etre, Vector3 oldPosition, Vector3 newPosition) { bool collision = false; List<BoundingBox> boxList = BuildBoundingBoxesWithOffset(oldPosition, newPosition, etre.BoxList); foreach (Monstre m in ScèneJeu.MonstManager.ListeMonstres) { if ((IsCollision(etre, m) && !Monstre.Equals(etre, m)) && (Vector2.Distance(m.PositionCoord, new Vector2(oldPosition.X, oldPosition.Z)) > Vector2.Distance(m.PositionCoord, new Vector2(newPosition.X, newPosition.Z)))) { collision = true; break; } } return collision; }
public bool CheckCollisionWithOtherPeople(ÊtreVivant etre, Vector3 oldPosition, Vector3 newPosition) { bool collision = false; List <BoundingBox> boxList = BuildBoundingBoxesWithOffset(oldPosition, newPosition, etre.BoxList); foreach (Monstre m in ScèneJeu.MonstManager.ListeMonstres) { if ((IsCollision(etre, m) && !Monstre.Equals(etre, m)) && (Vector2.Distance(m.PositionCoord, new Vector2(oldPosition.X, oldPosition.Z)) > Vector2.Distance(m.PositionCoord, new Vector2(newPosition.X, newPosition.Z)))) { collision = true; break; } } return(collision); }
public bool CheckCollisionWithDoodads(ÊtreVivant etre, Vector3 oldPosition, Vector3 newPosition) { bool collision = false; List<BoundingBox> boxList = BuildBoundingBoxesWithOffset(oldPosition, newPosition, etre.BoxList); foreach (Doodad d in ScèneJeu.DoodManager.ListeDoodads) { Vector2 dpositioncoord = new Vector2(d.Position.X, d.Position.Z); if ((IsCollision(etre, d) && (Vector2.Distance(dpositioncoord, new Vector2(oldPosition.X, oldPosition.Z)) > Vector2.Distance(dpositioncoord, new Vector2(newPosition.X, newPosition.Z)))) ) { collision = true; break; } } return collision; }
public bool CheckCollisionWithDoodads(ÊtreVivant etre, Vector3 oldPosition, Vector3 newPosition) { bool collision = false; List <BoundingBox> boxList = BuildBoundingBoxesWithOffset(oldPosition, newPosition, etre.BoxList); foreach (Doodad d in ScèneJeu.DoodManager.ListeDoodads) { Vector2 dpositioncoord = new Vector2(d.Position.X, d.Position.Z); if ((IsCollision(etre, d) && (Vector2.Distance(dpositioncoord, new Vector2(oldPosition.X, oldPosition.Z)) > Vector2.Distance(dpositioncoord, new Vector2(newPosition.X, newPosition.Z)))) ) { collision = true; break; } } return(collision); }