private void collisionPush(ScreenObject collider) { float coX = collider.getPosition().X; float coY = collider.getPosition().Y; float coW = (float)collider.getWidth(); float coH = (float)collider.getHeight(); if (coX < _position.X) { if(_dest.X > coX + coW) _position.X = coX + coW; } else { if (_dest.X < coX) _position.X = coX - (float)getWidth(); } if (coY < _position.Y) { if (_dest.Y > coY + coH) _position.Y = coY + coH; } else { if (_dest.Y < coY) _position.Y = coY - (float)getHeight(); } }
public void checkNonFatalCollision(ScreenObject so, TimeSpan timeSpan) { float soX, soY, soWidth, soHeight; float coX, coY, coWidth, coHeight; bool collision = true; _screenColliders.Clear(); // pour all of the screen objects into the list of objects to check for collisions against to start with foreach (ScreenObject sObj in _screenObjects) { if (!(sObj is Soldier) && so.getState() != ScreenObject.STATE_DEAD && so.getState() != ScreenObject.STATE_DYING) _screenColliders.Add(sObj); } if (so.getState() != ScreenObject.STATE_DEAD || so.getState() != ScreenObject.STATE_DYING) { // get the values here so we aren't calling functions like crazy // pavise HACK if (so is Pavise) { soX = so.getPosition().X; soY = so.getPosition().Y - 10; soWidth = so.getWidth(); soHeight = so.getHeight() + 10; } else { soX = so.getPosition().X; soY = so.getPosition().Y; soWidth = so.getWidth(); soHeight = so.getHeight(); } foreach (ScreenObject co in _screenColliders) { if (so != co) { // pavise HACK if (so is Pavise) { coX = co.getPosition().X; coY = co.getPosition().Y - 10; coWidth = co.getWidth(); coHeight = co.getHeight() + 10; } else { coX = co.getPosition().X; coY = co.getPosition().Y; coWidth = co.getWidth(); coHeight = co.getHeight(); } collision = true; // see if we didn't collide if (soX > coX + coWidth) collision = false; else if (soX + soWidth < coX) collision = false; else if (soY > coY + coHeight) collision = false; else if (soY + soHeight < coY) collision = false; if (collision) { so.collide(co, timeSpan); co.collide(so, timeSpan); } } } } }
public override void collide(ScreenObject collider, TimeSpan timeSpan) { float shimmy = (float)timeSpan.TotalMilliseconds * _speed; if (collider == _killer || _state == STATE_DEAD || _state == STATE_DYING) return; if (collider is Terrain) { terrainCollider = (Terrain)collider; } else if (collider is Shot && collider.getSide() != _side && !(collider is Pavise) && collider.getState() != STATE_DEAD && collider.getState() != Shot.STATE_GROUND) { if (this is Targeteer) { if (collider is ArquebusierShot || (collider is CrossbowShot && collider.getSide() == BattleScreen.SIDE_PLAYER)) ((Targeteer)this).shieldBreak(); else ((Targeteer)this).shieldBlock(); } else if (this is CrossbowmanPavise) { if (_side == BattleScreen.SIDE_PLAYER) ((CrossbowmanPavise)this).shieldBlock(); else hit(); } else if (!(this is Leader) && (this._side == BattleScreen.SIDE_ENEMY || _screen.getPlayerFormation() == this.myFormation)) hit(); ((Shot)collider).hit(); _killer = collider; } else if ((collider is PikeTip && collider.getSide() != _side) && (_state != STATE_DEAD && _state != STATE_DYING && _state != STATE_ROUTE && _state != STATE_ROUTED)) { if (((PikeTip)collider).getSoldierState() == Pikeman.STATE_LOWERED) { if (!(this is Targeteer) && !(this is Wolf) && _side != BattleScreen.SIDE_NEUTRAL) { hit(); _killer = collider; ((PikeTip)collider).getPikeman().recoil(); } else if (this is Targeteer) { if ( (!(this is Colmillos) && ((Targeteer)this)._hasShield) || (this is Colmillos && !((ColmillosFormation)((Colmillos)this).myFormation).attacked)) { ((Targeteer)this).shield(); this.setReactionDest(collider.getCenter().X + 50f);//((collider.getSide() == BattleScreen.SIDE_ENEMY? 1 : -1 ) * collider.getWidth() * 0.5f + Soldier.WIDTH * 0.35f } else { hit(); _killer = collider; ((PikeTip)collider).getPikeman().recoil(); } } } } else if ((collider is WeaponSwing && collider.getSide() != _side) && (_state != STATE_DEAD && _state != STATE_DYING && _state != STATE_ROUTE && _state != STATE_ROUTED)) { if (((WeaponSwing)collider).getSoldier() is Colmillos) { if (!((WeaponSwing)collider).hit) { if (this is Targeteer) ((Targeteer)this).shieldBreak(); else { hit(); _killer = collider; } ((WeaponSwing)collider).hit = true; _screen.removeScreenObject(collider); } } else if (this is Targeteer) ((Targeteer)this).shieldBreak(); else { hit(); _killer = collider; } } else if ((collider is LanceTip && collider.getSide() != _side) && (_state != STATE_DEAD && _state != STATE_DYING && _state != STATE_MELEE_WIN && _state != STATE_MELEE_LOSS && _state != STATE_ROUTE && _state != STATE_ROUTED)) { if (this is Targeteer) ((Targeteer)this).shieldBreak(); else hit(); ((LanceTip)collider).getCavalry().recoil(); _killer = collider; } else if (collider is Soldier) { bool colliderInFormation = false; bool thisInFormation = false; if (_screen.getPlayerFormation() != null && _screen.getPlayerFormation().getSoldiers() != null) { colliderInFormation = ((Soldier)collider).myFormation == _screen.getPlayerFormation(); thisInFormation = myFormation == _screen.getPlayerFormation(); } if (_state != STATE_DEAD && _state != STATE_DYING && _state != STATE_MELEE_WIN && _state != STATE_MELEE_LOSS && (!(this is Targeteer) || _state != Targeteer.STATE_SHIELDBREAK) && (!(this is DismountedCavalry) || _state != DismountedCavalry.STATE_FALLING)) { if (this is CrossbowmanPavise && collider is CrossbowmanPavise && (this._state == STATE_CHARGING || this._state == STATE_RELOADING || this._state == STATE_ATTACKING || this._state == CrossbowmanPavise.STATE_PLACING || this._state == CrossbowmanPavise.STATE_RETRIEVING) && (collider.getState() == STATE_CHARGING || collider.getState() == STATE_RELOADING || collider.getState() == STATE_ATTACKING || collider.getState() == CrossbowmanPavise.STATE_PLACING || collider.getState() == CrossbowmanPavise.STATE_RETRIEVING)) { Vector2 changeVector = new Vector2(0f, (float)timeSpan.TotalMilliseconds * _speed); ((CrossbowmanPavise)this).postRetrieveState = _state; ((CrossbowmanPavise)this).paviseRetrieve(); if (this._position.Y < collider._position.Y) { this._position -= changeVector; ((CrossbowmanPavise)this)._meleeDestination -= changeVector; ((CrossbowmanPavise)this).chargePosition -= changeVector; } else { this._position += changeVector; ((CrossbowmanPavise)this)._meleeDestination += changeVector; ((CrossbowmanPavise)this).chargePosition += changeVector; } } //push from collisions with other charging enemy soldiers else if (myFormation == null && ((Soldier)collider).myFormation == null && _side == BattleScreen.SIDE_ENEMY && collider.getSide() == BattleScreen.SIDE_ENEMY && (collider.getState() != STATE_DYING && collider.getState() != STATE_DEAD)) { if (this._position.Y < collider._position.Y) { this._position -= new Vector2(0f, (float)timeSpan.TotalMilliseconds * _speed); } else { this._position += new Vector2(0f, (float)timeSpan.TotalMilliseconds * _speed); } } else { if (!((collider.getSide() == BattleScreen.SIDE_NEUTRAL && _side == BattleScreen.SIDE_PLAYER) || (collider.getSide() == BattleScreen.SIDE_PLAYER && _side == BattleScreen.SIDE_NEUTRAL))) { //fighting if (_side != collider.getSide() && !(this is Leader || collider is Leader) && collider.getState() != STATE_DEAD && collider.getState() != STATE_DYING && collider.getState() != STATE_MELEE_WIN && collider.getState() != STATE_MELEE_LOSS && (!(collider is Targeteer) || collider.getState() != Targeteer.STATE_SHIELDBREAK) && (!(collider is DismountedCavalry) || collider.getState() != DismountedCavalry.STATE_FALLING) && (!(collider is Wolf) || collider.getState() != Wolf.STATE_KILL) && (!(this is Wolf) || this._state != Wolf.STATE_KILL)) { bool rescueFight = (_side == BattleScreen.SIDE_PLAYER && !thisInFormation) || (collider.getSide() == BattleScreen.SIDE_PLAYER && !colliderInFormation); if (this is Colmillos) { if (_state != Colmillos.STATE_ATTACK) attack(); _destination = _position; } else if (collider is Colmillos) { if (collider.getState() != Colmillos.STATE_ATTACK) ((Colmillos)collider).attack(); ((Colmillos)collider)._destination = ((Colmillos)collider)._position; } else if (this is Dopple) { if (_state != STATE_ATTACKING) attack(); ((Soldier)collider).engage(false, _position, this, rescueFight); } else if (collider is Dopple) { if (collider.getState() != STATE_ATTACKING) ((Dopple)collider).attack(); engage(false, collider.getPosition(), (Soldier)collider, rescueFight); } else if (_side == BattleScreen.SIDE_ENEMY || this is Wolf) { engage(true, collider.getPosition(), (Soldier)collider, rescueFight); ((Soldier)collider).engage(false, _position, this, rescueFight); } else { engage(false, collider.getPosition(), (Soldier)collider, rescueFight); ((Soldier)collider).engage(true, _position, this, rescueFight); } } //rescue else if (_side == BattleScreen.SIDE_PLAYER && collider.getSide() == BattleScreen.SIDE_PLAYER && (thisInFormation != colliderInFormation)) { if (thisInFormation && collider.getState() != STATE_CHARGING && collider.getState() != STATE_DYING && collider.getState() != STATE_DEAD && collider.getState() != STATE_MELEE_LOSS && collider.getState() != STATE_MELEE_WIN && collider.getState() != STATE_ATTACKING && collider.getState() != STATE_RELOADING) { ((Soldier)collider)._state = STATE_READY; ((Soldier)collider)._reacting = false; if (((Soldier)collider).myFormation != null && ((Soldier)collider).myFormation != _screen.getPlayerFormation()) ((Soldier)collider).myFormation.removeSoldier(((Soldier)collider)); _screen.getPlayerFormation().addSoldier((Soldier)collider); _screen.removeLooseSoldier((Soldier)collider); } else if (colliderInFormation && this.getState() != STATE_CHARGING && this.getState() != STATE_DYING && this.getState() != STATE_DEAD && this.getState() != STATE_MELEE_LOSS && this.getState() != STATE_MELEE_WIN && this.getState() != STATE_ATTACKING && this.getState() != STATE_RELOADING) { _reacting = false; _state = STATE_READY; if (myFormation != null) myFormation.removeSoldier(this); _screen.getPlayerFormation().addSoldier(this); _screen.removeLooseSoldier(this); } } } } } } }
private Soldier checkGuard(Soldier guard, Soldier shot, ScreenObject enemy) { if (guard == null) { if (shot.getState() != Soldier.STATE_MELEE_WIN && shot.getState() != Soldier.STATE_MELEE_LOSS) return shot; else return null; } else { bool ySmaller = Math.Abs(enemy.getPosition().Y - shot.getDestination().Y) < Math.Abs(enemy.getPosition().Y - guard.getDestination().Y); if (ySmaller && shot.guardTarget == null && shot.getState() != Soldier.STATE_MELEE_WIN && shot.getState() != Soldier.STATE_MELEE_LOSS) return shot; } return guard; }