示例#1
0
        bool updateWallCollision(int i, int j, int iOffset, ref Vector2f stepPos, FloatRect stepRect)
        {
            var dirType = iOffset > 0 ? DirectionType.Right : DirectionType.Left;

            Tile[] walls = new Tile[] {
                world.GetTile(i + iOffset, j - 1),
                world.GetTile(i + iOffset, j - 2),
                world.GetTile(i + iOffset, j - 3),
            };

            bool isWallCollided = false;

            foreach (Tile t in walls)
            {
                if (t == null)
                {
                    continue;
                }

                FloatRect tileRect = new FloatRect(t.Position, new Vector2f(Tile.TILE_SIZE, Tile.TILE_SIZE));

                DebugRender.AddRectangle(tileRect, Color.White);

                if (updateCollision(stepRect, tileRect, dirType, ref stepPos))
                {
                    isWallCollided = true;
                }
            }

            return(isWallCollided);
        }
示例#2
0
        // Прорисовка игры
        public void Draw()
        {
            Program.Window.Draw(world);          // Рисуем мир
            Program.Window.Draw(player);         // Рисуем игрока
            Program.Window.Draw(slime);          // Рисуем слизня

            foreach (var s in slimes)
            {
                Program.Window.Draw(s);          // Рисуем слизней
            }
            DebugRender.Draw(Program.Window);    // Рисуем объекты для визуальной отладки
        }
示例#3
0
        // Прорисовка игры
        public void Draw()
        {
            Program.Window.Draw(world);
            Program.Window.Draw(Player);
            Program.Window.Draw(slime);

            foreach (var s in slimes)
            {
                Program.Window.Draw(s);
            }

            DebugRender.Draw(Program.Window);

            // Рисуем UI
            UIManager.Draw();
        }
示例#4
0
        private void updatePhysics()
        {
            velocity.X *= 0.99f;

            if (!isGhost)
            {
                velocity.Y += 0.9f;

                var   offset = velocity + movement;
                float dist   = MathHelper.GetDistance(offset);

                int countStep = 1;
                if (dist > (float)Tile.TILE_SIZE / 2)
                {
                    countStep = (int)(dist / (Tile.TILE_SIZE / 2));
                }

                Vector2f  nextPos  = Position + offset;
                Vector2f  stepPos  = Position - rect.Origin;
                FloatRect stepRect = new FloatRect(stepPos, rect.Size);
                Vector2f  stepVec  = (nextPos - Position) / countStep;

                for (int step = 0; step < countStep; step++)
                {
                    bool isBreakStep = false;

                    stepPos += stepVec;
                    stepRect = new FloatRect(stepPos, rect.Size);

                    DebugRender.AddRectangle(stepRect, Color.Blue);

                    int  i    = (int)((stepPos.X + rect.Size.X / 2) / Tile.TILE_SIZE);
                    int  j    = (int)((stepPos.Y + rect.Size.Y) / Tile.TILE_SIZE);
                    Tile tile = world.GetTile(i, j);
                    if (tile != null)
                    {
                        FloatRect tileRect = new FloatRect(tile.Position, new Vector2f(Tile.TILE_SIZE, Tile.TILE_SIZE));

                        DebugRender.AddRectangle(tileRect, Color.Black);

                        if (updateCollision(stepRect, tileRect, DirectionType.Down, ref stepPos))
                        {
                            velocity.Y  = 0;
                            isFly       = false;
                            isBreakStep = true;
                        }
                        else
                        {
                            isFly = true;
                        }
                    }
                    else
                    {
                        isFly = true;
                    }

                    if (updateWallCollision(i, j, -1, ref stepPos, stepRect) || updateWallCollision(i, j, 1, ref stepPos, stepRect))
                    {
                        OnWallCollided();
                        isBreakStep = true;
                    }

                    if (isBreakStep)
                    {
                        break;
                    }
                }

                Position = stepPos + rect.Origin;
            }
            else
            {
                Position += velocity + movement;
            }
        }