示例#1
0
        public override bool CheckCollisionWith(GameTime gameTime, GDComp other)
        {
            //Early out if we have another ScoreBall.
            if (other is ScoreBall)
            {
                return false;
            }
            else if (other is PlayerBall)
            {
                if (CircleCircleCollision(other))
                {
                    PlayerHit(other as PlayerBall);
                    return false;
                }

                return false;
            }
            else if (other is PowerBall)
            {
                if (!Remove && ScoreState == State.Enemy &&
                    CircleCircleCollision(other))
                {
                    Spawner.GetInstance().RemoveBall(this);
                }
                return false;
            }
            else
            {
                return other.CheckCollisionWith(gameTime, this);
            }
        }
示例#2
0
        public override bool CheckCollisionWith(GameTime gameTime, GDComp other)
        {
            //Ignore all walls and powerballs.
            if (other is Wall || other is PowerBall || other is ShieldBall)
            {
                return false;
            }

            //Is there actually a collision?
            if (!base.CheckCollisionWith(gameTime, other))
            {
                return false;
            }

            //From here on it can only be a ball. But just to be sure, check it.
            if (other.Shape == Components.Shape.Circle)
            {
                CircleBoxCollisionHandling(gameTime, other as Ball);
            }

            //This only triggers handling so just return false.
            return false;
        }
示例#3
0
        /// <summary>
        /// Insert a component in the tree.
        /// </summary>
        /// <param name="comp"></param>
        public void Insert(GDComp comp)
        {
            //Get the rectangle to work with.
            Rectangle rect = comp.GetRect();

            //Do we have any child node?
            if (nodes[0] != null)
            {
                int index = GetIndex(rect);

                //Does it fit completely in a child node?
                if (index != -1)
                {
                    //Insert it in a child node and return afterwards.
                    nodes[index].Insert(comp);
                    return;
                }
            }

            //Object doesnt fit in a child, add it to this leaf.
            leaves.Add(comp);

            //Do we need to split?
            if (nodes[0] == null && level < MaxLevel && leaves.Count > MaxLeaves)
            {
                Split();

                int i = 0;

                while (i < leaves.Count)
                {
                    Rectangle tempRect = leaves[i].GetRect();
                    int index = GetIndex(tempRect);

                    //Does the object fit in a child node?
                    if (index != -1)
                    {
                        //Replace the object to the child node.
                        nodes[index].Insert(leaves[i]);
                        leaves.RemoveAt(i);
                    }
                    else
                    {
                        i++;
                    }
                }
            }
        }
示例#4
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        public virtual bool CheckCollisionWith(GameTime gameTime, GDComp other)
        {
            //Is either shape collidable?
            if (Shape == Shape.None || other.Shape == Shape.None)
            {
                return false;
            }

            //Is this a circle?
            if (Shape == Shape.Circle)
            {
                //Is the other a circle?
                if (other.Shape == Shape.Circle)
                {
                    return CircleCircleCollision(other);
                }
                //Is the other a box?
                else
                {
                    return CircleBoxCollision(other);
                }
            }
            //Is this a box?
            else
            {
                //Is the other a circle?
                if (other.Shape == Shape.Circle)
                {
                    return other.CircleBoxCollision(this);
                }
                //Is the other a box?
                else
                {
                    return BoxBoxCollision(other);
                }
            }
        }
示例#5
0
        /// <summary>
        /// Check if 2 box shaped objects collide.
        /// </summary>
        /// <param name="other">The other box.</param>
        private bool BoxBoxCollision(GDComp other)
        {
            bool left, right, up, down;

            //Simple collision check using the position and halfsizes.
            left = position.X - halfSize.X < other.Position.X + other.HalfSize.X;
            right = position.X + halfSize.X > other.Position.X - other.HalfSize.X;
            up = position.Y - halfSize.Y < other.Position.Y + other.HalfSize.Y;
            down = position.Y + halfSize.Y > other.Position.Y - other.HalfSize.Y;

            return left && right && up && down;
        }
示例#6
0
        /// <summary>
        /// Checks if 2 circles collide or not.
        /// </summary>
        /// <param name="other">The other circle.</param>
        protected bool CircleCircleCollision(GDComp other)
        {
            //Simple collision check using both the circles' radius.
            float distSQ = (position - other.Position).LengthSquared();
            float radiiSQ = (HalfSize.X + other.HalfSize.X) * (HalfSize.X + other.HalfSize.X);

            return distSQ < radiiSQ;
        }
示例#7
0
        /// <summary>
        /// Checks if a circle and box collide. 
        /// This function assumes that this is the circle and the other a the box.
        /// </summary>
        /// <param name="other">The box.</param>
        public bool CircleBoxCollision(GDComp other)
        {
            //Calculate the distance between origins.
            Vector2 circleDist = new Vector2();
            circleDist.X = Math.Abs(position.X - other.Position.X);
            circleDist.Y = Math.Abs(position.Y - other.Position.Y);

            //Are the 2 objects close to eachother?
            if (circleDist.X > (other.HalfSize.X + HalfSize.X) ||
                circleDist.Y > (other.HalfSize.Y + HalfSize.X))
            {
                return false;
            }

            //Is the circle in the box?
            if (circleDist.X <= other.HalfSize.X ||
                circleDist.Y <= other.HalfSize.Y)
            {
                return true;
            }

            //Now use Pythagoras to check if the distance from the box is smaller
            //than the circle's radius.
            float cornerDistSQ = (circleDist - other.HalfSize).LengthSquared();

            return cornerDistSQ <= HalfSize.X * HalfSize.X;
        }
示例#8
0
 public override bool CheckCollisionWith(GameTime gameTime, GDComp other)
 {
     other.CheckCollisionWith(gameTime, this);
     return false;
 }
示例#9
0
        public override bool CheckCollisionWith(GameTime gameTime, GDComp other)
        {
            //Respawn if we spawned inside a wall.
            if (justSpawned && other is Wall && CircleBoxCollision(other))
            {
                Respawn();
            }

            //Kill all the enemies (if the player is inside).
            if (!(GDGame.GetActiveScreen() is GameplayScreen))
            {
                return false;
            }
            PlayerBall player = ((GameplayScreen)GDGame.GetActiveScreen()).Player;
            if (other is ScoreBall && CircleCircleCollision(other) &&
                CircleCircleCollision(player))
            {
                Spawner.GetInstance().RemoveBall(other as ScoreBall);
                player.AddScore();
            }

            //Is the player in the shield?
            if (other is PlayerBall && CircleCircleCollision(other))
            {
                const float growthPerSecond = (MaxSize - MinSize) * 0.5f;
                float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

                //Is the player moving?
                if (other.Velocity.LengthSquared() > 0)
                {
                    //Time to grow (if possible).
                    if (Scale < MaxSize)
                    {
                        //How much do we grow?
                        float growth = growthPerSecond * dt;

                        //Now grow.
                        Scale = Scale + growth < MaxSize ?
                            Scale + growth : MaxSize;
                    }

                    //Now time to exhaust the shield.
                    aliveCounter += dt;
                    if (aliveCounter >= TimeAlive)
                    {
                        Respawn();
                    }
                }
                else
                {
                    //Time to shrink (if possible).
                    if (Scale > MinSize)
                    {
                        //How much do we shrink?
                        float shrink = growthPerSecond * dt * 0.25f;

                        //Now shrink.
                        Scale = Scale - shrink > MinSize ?
                            Scale - shrink : MinSize;
                    }
                }
            }

            return false;
        }