示例#1
0
        public void HandleCollisions()
        {
            int xOrigin = (int)(Position.X) / Tile.Width;
            int yOrigin = (int)(Position.Y) / Tile.Height;

            int xStart = xOrigin - 15;
            int yStart = yOrigin - 15;

            int xEnd = xOrigin + 15;
            int yEnd = yOrigin + 15;

            enemyToChar = new LiangBarsky(Position, new Vector2(level.Player.Position.X, level.Player.Position.Y - 32.0f));

            wallInWay = false;

            for (int y = yStart; y < yEnd; ++y)
            {
                for (int x = xStart; x < xEnd; ++x)
                {
                    TileCollision collision = level.GetCollision(x, y);
                    if (collision != TileCollision.Passable)
                    {
                        Rectangle tileBounds = level.GetBounds(x, y);

                        if (enemyToChar.Intersect(tileBounds) == true)
                        {
                            wallInWay = true;
                        }
                    }
                }
            }
        }
示例#2
0
        public override void HandleCollisions(GameTime gameTime)
        {
            int xOrigin = (int)(Position.X) / Tile.Width;
            int yOrigin = (int)(Position.Y) / Tile.Height;

            int xStart = xOrigin - 15;
            int yStart = yOrigin - 15;

            int xEnd = xOrigin + 15;
            int yEnd = yOrigin + 15;

            enemyToChar = new LiangBarsky(Position, new Vector2(level.Player.Position.X, level.Player.Position.Y - 32.0f));

            wallInWay = false;

            for (int y = yStart; y < yEnd; ++y)
            {
                for (int x = xStart; x < xEnd; ++x)
                {
                    TileCollision collision = level.GetCollision(x, y);
                    if (collision != TileCollision.Passable &&
                        collision != TileCollision.Patrol)
                    {
                        Rectangle tileBounds = level.GetBounds(x, y);

                        if (enemyToChar.Intersect(tileBounds) == true)
                        {
                            wallInWay = true;
                        }
                    }
                }
            }



            Rectangle bounds = BoundingRectangle;
            Vector2   depth  = RectangleExtensions.GetIntersectionDepth(bounds, level.Player.BoundingRectangle);

            if (depth.X < -2.0f || depth.X > 2.0f)
            {
                velocity = Vector2.Zero;

                if (level.Player.StopPlayerCollision == false)
                {
                    level.Rumble.RumbleSetup(500.0f, 0.5f);
                    level.Player.Strikes -= 1;
                    level.Player.IsHit    = true;
                }
            }
        }