public void CheckAndApplyEffect(PhysicalBody other, TimeSpan time) { if (Exploding && _explodeTimer > TimeSpan.Zero) { _destroyEffect.TryApply(_destroyPosition, other, time); _explodeTimer -= time; } }
public void CheckCollisions(GameTime gameTime, PhysicalBody unit) { foreach (IConsumable item in _slots) { if (item is ProjectileWeapon) { (item as ProjectileWeapon).CheckAndApplyCollision(unit, gameTime.ElapsedGameTime); } } }
public override void CheckAndApplyCollision(PhysicalBody unit, TimeSpan time) { if (_hookState == HookState.Fired || _hookState == HookState.Retracting) { if (XnaHelper.RectsCollide(_hookHitRect, unit.HitRect)) { _hookedUnit = unit; _hookState = HookState.Attached; } } }
public override void CheckAndApplyCollision(PhysicalBody unit, TimeSpan time) { if (!_firing || !unit.Collides) return; //don't check collisions if not firing float fireAngle = XnaHelper.RadiansFromVector(_fireDirection); if (XnaHelper.RectangleIntersectsArc(unit.HitRect, _owner.Center, _range, fireAngle, _hitArc)) { _tempVector = unit.Center - _owner.Center; _tempVector.Normalize(); unit.ApplyImpact(_force * _tempVector, 1); unit.ApplyDamage(_damage); } }
/// <summary> /// Check if target unit is in range. If so, apply force and damage /// </summary> /// <param name="effectPos">origin of effect</param> /// <param name="target">target unit</param> public void TryApply(Vector2 effectPos, PhysicalBody target, TimeSpan time) { if (utility.XnaHelper.RectangleIntersectsCircle(target.HitRect, effectPos, _radius)) { tempVec.X = target.Position.X - effectPos.X; tempVec.Y = target.Position.Y - effectPos.Y; Vector2.Normalize(tempVec); float factor = Duration == TimeSpan.Zero ? 1 : (float)time.TotalSeconds / (float)Duration.TotalSeconds; target.ApplyForce(_force * factor * tempVec); target.ApplyDamage((_damage * factor)); target.ApplyStatus(_statEffects); } }
public void CheckAndApplyCollision(PhysicalBody u, TimeSpan time) { if (!u.Collides) return; switch (_state) { case State.Dormant: break; case State.Moving: if (u.HitRect.Intersects(_hitRect)) { if (_penetration != -1) { _penetration -= 1; if (_penetration <= 0) _state = State.JustHit; } u.ApplyImpact(_velocity, _mass); } _proximityEffect.TryApply(_position, u, time); break; case State.JustHit: break; case State.ApplyContactEffect: _contactEffect.TryApply(_position, u, time); break; case State.ReachedDestination: _destinationEffect.TryApply(_position, u, time); break; default: break; } }
/// <summary> /// Check if weapon is hitting a target, and apply its affects if so /// Call during the update loop on each unit /// </summary> /// <param name="unit"></param> public abstract void CheckAndApplyCollision(PhysicalBody unit, TimeSpan time);
public virtual void CheckAndApplyUnitCollision(PhysicalBody other) { if (!Collides) return; //don't check collision if unit shouldn't collide //special shattered collision detection if (_lifeState == LifeState.Shattered) { tempRec.Width = _hitRect.Width / c_shatterDivisions; tempRec.Height = _hitRect.Height / c_shatterDivisions; for (int i = 0; i < c_shatterDivisions ; i++) for (int j = 0; j < c_shatterDivisions; j++) { tempRec.X = (int)(_fragments[i,j].Position.X - tempRec.Width / 2); tempRec.Y = (int)(_fragments[i,j].Position.Y - tempRec.Height / 2); if (tempRec.Intersects(other.HitRect)) { Vector2 fVel = _fragments[i, j].Velocity; float fMass = (float)Mass / (c_shatterDivisions * c_shatterDivisions); temp = other.Velocity; other._velocity = (other._velocity * (other.Mass - fMass) + 2 * fMass * fVel) / (fMass + other.Mass); _fragments[i,j].Velocity = (fVel * (fMass - other.Mass) + 2 * other.Mass * temp) / (fMass + other.Mass); } } return; //ignore normal collision detection } //check if fire should be transferred float dist = XnaHelper.DistanceBetweenRects(HitRect, other.HitRect); if (dist < FIRE_SPREAD_DISTANCE) { if (_statusEffects.Fire > other._statusEffects.Fire) { StatEffect transfer = new StatEffect() { Fire = FIRE_SPREAD_FACTOR * dist / FIRE_SPREAD_DISTANCE * _statusEffects.Fire }; other.ApplyStatus(transfer); ApplyStatus(transfer * -FIRE_SPREAD_LOSS); } } if (XnaHelper.RectsCollide(HitRect, other.HitRect)) { temp = other._velocity; //temp is a static reusable vector other._velocity = (other._velocity * (other.Mass - this.Mass) + 2 * this.Mass * this._velocity) / (this.Mass + other.Mass); this._velocity = (this._velocity * (this.Mass - other.Mass) + 2 * other.Mass * temp) / (this.Mass + other.Mass); } }
public override void CheckAndApplyCollision(PhysicalBody unit, TimeSpan time) { if (!unit.Collides) return; foreach (Projectile p in _projectiles) { p.CheckAndApplyCollision(unit, time); } }
/// <summary> /// Apply Gravity on a unit and eat it if close enough /// call on each unit during unit update loop /// </summary> /// <param name="unit">unit to affect. Should be called after updating unit</param> public void ApplyToUnit(PhysicalBody unit, GameTime gameTime) { float massEaten; if (_state != BlackHoleState.Pulling && _state != BlackHoleState.Overdrive) return; if (_state == BlackHoleState.Pulling) { unit.ApplyGravity(Gravity, gameTime); } else if (_state == BlackHoleState.Overdrive) { unit.FlyToPoint(Position, _overdriveTimer, 2.0f); } if ((massEaten = unit.EatByBlackHole(Position, _radius)) > 0) { _capacityUsed += massEaten; _particleEffect.IntensityFactor = 1.0f + _capacityUsed / _totalCapacity; Gravity.MagnitudeFactor = (1.0f + _capacityUsed / _totalCapacity); if (_capacityUsed > _totalCapacity) { goOverdrive(); } } }
public void CheckAndApplyCollision(PhysicalBody unit, GameTime gameTime) { switch (_state) { case State.Dormant: break; case State.Appearing: case State.Scanning: unit.ApplyGravity(_gravity, gameTime); break; case State.Charging: unit.ApplyGravity(_gravity, gameTime); if (willCollide(unit.Top, unit.Bottom, unit.Left, unit.Right, gameTime.ElapsedGameTime)) { unit.ApplyImpact(_velocity, IMPACT_IMPULSE); unit.ApplyDamage(IMPACT_DAMAGE); break; } break; } }