} // end of function SetRectangleCollisionSide(Blockv0d1 b) private void SetRectangleCollisionSide(Blockv0d2 b, CollisionCheckMarkerv0d1 cc) { //float angleToRectCenter = AngleBetween2(b.center, cc.position); if (cc.position.X < b.position.X + b.size.Width && cc.position.X > b.center.X && cc.position.Y > b.position.Y && cc.position.Y < b.position.Y + b.size.Height) { rectCollisionSide = CardinalDirections.East; } if (cc.position.X > b.position.X && cc.position.X < b.position.X + b.size.Width && cc.position.Y < b.position.Y + b.size.Height && cc.position.Y > b.center.Y) { rectCollisionSide = CardinalDirections.South; } if (cc.position.X > b.position.X && cc.position.X < b.center.X && cc.position.Y > b.position.Y && cc.position.Y < b.position.Y + b.size.Height) { rectCollisionSide = CardinalDirections.West; } if (cc.position.X > b.position.X && cc.position.X < b.position.X + b.size.Width && cc.position.Y > b.position.Y && cc.position.Y < b.center.Y) { rectCollisionSide = CardinalDirections.North; } } // end of function SetRectangleCollisionSide(Blockv0d2 b, CollisionCheckMarkerv0d1 cc)
} // end of function CheckCollisionWithBlockList() protected void RegisterHitOnBlock(Blockv0d2 b, int amount) { //b.processingHit = true; b.hitAmount = amount; b.hit = true; //b.ProcessHit(); //b.RegisterHit(amount); }
} // end of function BounceV4() protected void SetRectangleCollisionSide(Blockv0d2 b) { float angleToRectCenter = AngleBetween2(b.center, position); if (angleToRectCenter <= pi / 4 || angleToRectCenter >= (2 * pi) - pi / 4) { rectCollisionSide = CardinalDirections.East; } if (angleToRectCenter > pi / 4 && angleToRectCenter <= pi - pi / 4) { rectCollisionSide = CardinalDirections.South; } if (angleToRectCenter > pi - pi / 4 && angleToRectCenter <= pi + pi / 4) { rectCollisionSide = CardinalDirections.West; } if (angleToRectCenter > pi + pi / 4 && angleToRectCenter < 2 * pi - pi / 4) { rectCollisionSide = CardinalDirections.North; } } // end of function SetRectangleCollisionSide(Blockv0d1 b)
} // end of function CheckCollisionWithBlockList2() protected void RegisterHitOnBlock(Blockv0d2 b, int amount) { b.hitAmount = amount; b.hit = true; } // end of function RegisterHitOnBlock(Blockv0d2 b, int amount)