示例#1
0
        public bool Update(int gravity, WallCollection walls, PlayerCollection players)
        {
            if (HitBox.Y > KILL_LEVEL)
            {
                return(false);
            }
            AccelY = gravity;

            // Save Velocity and Rec values to be manipulated
            Rectangle rectangle = HitBox;
            Point     velocity  = Velocity;

            // update velocity based on acceeleration
            velocity.X += AccelX;
            velocity.Y += AccelY;

            if (velocity.X > MAX_SPEED)
            {
                velocity.X = MAX_SPEED;
            }
            else if (velocity.X < -MAX_SPEED)
            {
                velocity.X = -MAX_SPEED;
            }

            if (OnGround)
            {
                velocity.Y = 0;
                if (AccelX == 0)
                {
                    if (velocity.X > DAMPEN)
                    {
                        velocity.X -= DAMPEN;
                    }
                    else if (velocity.X < -DAMPEN)
                    {
                        velocity.X += DAMPEN;
                    }
                    else
                    {
                        velocity.X = 0;
                    }
                }
            }

            // test to see if on the ground
            OnGround = false;
            if (walls.Intersects(new Rectangle(HitBox.X, HitBox.Bottom, HitBox.Width, 1)) != new Rectangle())
            {
                OnGround = true;
            }

            // test to see if on the ground
            Rectangle test;
            Rectangle wall   = new Rectangle();
            Point     offset = new Point(0);

            // Test Y
            if (velocity.Y > 0) // fall on v
            {
                test = new Rectangle(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height + velocity.Y);
                wall = walls.Intersects(test);
                if (wall != new Rectangle())
                {
                    velocity.Y = wall.Top - rectangle.Bottom;
                }
            }
            else if (velocity.Y < 0) // hit from top ^
            {
                test = new Rectangle(rectangle.X, rectangle.Y + velocity.Y, rectangle.Width, rectangle.Height - velocity.Y);
                wall = walls.Intersects(test);
                if (wall != new Rectangle())
                {
                    velocity.Y = 0;
                }
            }

            rectangle.Y += velocity.Y;

            // Test X
            if (velocity.X > 0) // hit from right side ->|
            {
                test = new Rectangle(rectangle.X, rectangle.Y, rectangle.Width + velocity.X, rectangle.Height / 2);
                wall = walls.Intersects(test);
                if (wall != new Rectangle())
                {
                    velocity.X = -rectangle.Right + wall.Left;
                    AccelX     = 0;
                }
                else
                {
                    // test for moveing over an incline
                    test = new Rectangle(rectangle.X, rectangle.Y, rectangle.Width + velocity.X, rectangle.Height);
                    wall = walls.Intersects(test);
                    if (wall != new Rectangle())
                    {
                        test = new Rectangle(rectangle.X, rectangle.Y - wall.Height, rectangle.Width + velocity.X, rectangle.Height);
                        test = walls.Intersects(test);
                        if (test == new Rectangle())
                        {
                            offset.Y -= wall.Height;
                        }
                        else
                        {
                            velocity.X = -rectangle.Right + wall.Left;
                            AccelX     = 0;
                        }
                    }
                }
            }
            else if (velocity.X < 0) // hit from right side |<-
            {
                test = new Rectangle(rectangle.X + velocity.X, rectangle.Y, rectangle.Width - velocity.X, rectangle.Height / 2);
                wall = walls.Intersects(test);
                if (wall != new Rectangle())
                {
                    velocity.X = wall.Right - rectangle.Left;
                    AccelX     = 0;
                }
                else
                {
                    // test for moveing over an incline
                    test = new Rectangle(rectangle.X + velocity.X, rectangle.Y, rectangle.Width - velocity.X, rectangle.Height);
                    wall = walls.Intersects(test);
                    if (wall != new Rectangle())
                    {
                        test = new Rectangle(rectangle.X + velocity.X, rectangle.Y - wall.Height, rectangle.Width - velocity.X, rectangle.Height);
                        test = walls.Intersects(test);
                        if (test == new Rectangle())
                        {
                            offset.Y -= wall.Height;
                        }
                        else
                        {
                            velocity.X = wall.Right - rectangle.Left;
                            AccelX     = 0;
                        }
                    }
                }
            }

            // update weapon if exists
            if (weapon != null)
            {
                weapon.Update(this, walls, players);
            }

            // uppdate the rectangle based on velocity
            rectangle.Y += offset.Y;
            rectangle.X += velocity.X + offset.X;

            // reset Velocity and Rec values
            Velocity = velocity;
            HitBox   = rectangle;

            return(Health > 0);
        }
示例#2
0
 /// <summary>
 /// This method is used to update anything needed with the weapon like location.
 /// </summary>
 /// <param name="owner"></param>
 /// <param name="walls"></param>
 /// <param name="players"></param>
 public abstract void Update(Hero owner, WallCollection walls, PlayerCollection players);