/// <summary> /// Update each flock member, Each bird want to fly with or flee from everything /// it sees depending on what type it is /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// <param name="cat"></param> public void Update(GameTime gameTime) { foreach (var enemy in hoard) { enemy.ResetThink(); foreach (var otherEnemy in hoard) { //this check is so we don't try to fly to ourself! if (enemy != otherEnemy) { enemy.ReactTo(otherEnemy, ref hoardParams); } } //Map Rectangle bounds = enemy.BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width) - 1; int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) + 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height) - 1; int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) + 1; // Reset flag to search for ground collision. //isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileType collision = map.GetCollision(x, y); if (collision != TileType.Ground) { // Determine collision depth (with direction) and magnitude. enemy.ReactTo(map.GetBounds(x, y), ref hoardParams); } } } //Look for the cat //thisBird.ReactTo(cat, ref flockParams); enemy.Update(gameTime, ref hoardParams); } }
private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. //isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileType collision = map.GetCollision(x, y); if (collision != TileType.Ground) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Map.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); if (collision == TileType.Wall) { // Y Axis Collision if (absDepthY < absDepthX) { position = new Vector2(Position.X, Position.Y + depth.Y); if (velocity.X > 0 && absDepthX < 44) { position.X += absDepthY; } else if (velocity.X < 0 && absDepthX < 44) { position.X -= absDepthY; } } //X Axis Collision if (absDepthX < absDepthY) { position = new Vector2(Position.X + depth.X, Position.Y); if (velocity.Y > 0 && absDepthY < 44) { position.Y += absDepthX; } else if (velocity.Y < 0 && absDepthY < 44) { position.Y -= absDepthX; } } // Perform further collisions with the new bounds. bounds = BoundingRectangle; } //else if (collision == TileType.Wall) // Ignore platforms. //{ // // Resolve the collision along the X axis. // Position = new Vector2(Position.X + depth.X, Position.Y); // // Perform further collisions with the new bounds. // bounds = BoundingRectangle; //} } } } } // Save the new bounds bottom. //previousBottom = bounds.Bottom; }