示例#1
0
        /// <summary>
        /// If a player is near the ground and want to jump
        /// we should wall this method before to adjust his position
        /// and reinit his y velocity
        /// </summary>
        /// <param name="o">A physical object</param>
        public void magnetizeToGround(PhysicalObject o)
        {
            Vector2 pos = o.Position;

            pos.Y      = pos.Y + ground_detection_space;
            o.Position = pos;
            adjustPositionAndVelocity(o);
        }
示例#2
0
        public static bool sprite_collision(PhysicalObject o1, PhysicalObject o2)
        {
            // Compute intersection rectangle
            Rectangle r1            = new Rectangle(o1.Position.ToPoint(), o1.Size);
            Rectangle r2            = new Rectangle(o2.Position.ToPoint(), o2.Size);
            Point     intersection1 = new Point(Math.Max(r1.X, r2.X), Math.Max(r1.Y, r2.Y));
            Point     intersection2 = new Point(Math.Min(r1.X + r1.Width, r2.X + r2.Width), Math.Min(r1.Y + r1.Height, r2.Y + r2.Height));
            Rectangle inter         = new Rectangle(intersection1, intersection2 - intersection1);
            // Invert X ?
            bool invert_x1 = false;
            bool invert_x2 = false;

            if (o1.Sprite != null)
            {
                if ((o1.Sprite.Effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
                {
                    invert_x1 = true;
                }
            }
            if (o2.Sprite != null)
            {
                if ((o2.Sprite.Effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally)
                {
                    invert_x2 = true;
                }
            }
            // Compare texture masks in this rectangle
            Point offset1        = o1.TexturePosition - o1.Position.ToPoint();
            int   width1         = o1.Texture.Image.Width;
            Point offset2        = o2.TexturePosition - o2.Position.ToPoint();
            int   width2         = o2.Texture.Image.Width;
            int   offset1_invert = 2 * o1.TexturePosition.X + o1.Size.X;
            int   offset2_invert = 2 * o2.TexturePosition.X + o2.Size.X;

            for (int i = inter.X; i < inter.X + inter.Width; i++)
            {
                for (int j = inter.Y; j < inter.Y + inter.Height; j++)
                {
                    Point pos1 = new Point(i, j) + offset1;
                    if (invert_x1)
                    {
                        pos1.X = offset1_invert - pos1.X;
                    }
                    Point pos2 = new Point(i, j) + offset2;
                    if (invert_x2)
                    {
                        pos2.X = offset2_invert - pos2.X;
                    }
                    if (o1.Texture.Mask[pos1.X + pos1.Y * width1] && o2.Texture.Mask[pos2.X + pos2.Y * width2])
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
示例#3
0
 protected override void ApplyCollision(Vector2 imp, PhysicalObject obj, float elapsed)
 {
     base.ApplyCollision(imp, obj, elapsed);
     if (obj is Monstar)
     {
         Controller.Direction other_dir = Controller.Direction.LEFT;
         if (Sprite.Direction == other_dir)
         {
             other_dir = Controller.Direction.RIGHT;
         }
         Sprite.ChangeDirection(other_dir);
     }
 }
示例#4
0
        public static Vector2?object_collision(PhysicalObject o1, PhysicalObject o2)
        {
            Vector2?rect_col = rect_collision(new Rectangle(o1.Position.ToPoint(), o1.Size),
                                              new Rectangle(o2.Position.ToPoint(), o2.Size));

            if (rect_col == null)
            {
                return(null);
            }
            if (sprite_collision(o1, o2))
            {
                return(rect_col);
            }
            return(null);
        }
示例#5
0
        /// <summary>
        /// Indicate whether a object is near the left wall or not
        /// </summary>
        /// <param name="o">A physical object</param>
        /// <returns>The response</returns>
        public bool nearLeftWall(PhysicalObject o)
        {
            Point pos = o.Position.ToPoint();

            pos.X = pos.X - wall_detection_space;
            Rectangle ro = new Rectangle(pos, o.Size);

            foreach (Rectangle r in leftWalls)
            {
                if (Collision.rect_collision(ro, r) != null)
                {
                    return(true);
                }
            }
            return(false);
        }
示例#6
0
        /// <summary>
        /// Indicate whether a object is on the ground or not
        /// Used to know if a player can jump ...
        /// </summary>
        /// <param name="o">A physical object</param>
        /// <returns>The response</returns>
        public bool nearTheGround(PhysicalObject o)
        {
            Point pos = o.Position.ToPoint();

            pos.Y = pos.Y + ground_detection_space;
            Rectangle ro = new Rectangle(pos, o.Size);

            foreach (Rectangle r in grounds)
            {
                if (Collision.rect_collision(ro, r) != null)
                {
                    return(true);
                }
            }
            return(false);
        }
示例#7
0
        /// <summary>
        /// Return the X velocity of the platform on which the player is
        /// Used in order to attract the player on the platform
        /// </summary>
        /// <param name="o">A physical Object</param>
        /// <returns>The velocity of the platform</returns>
        public float getXReferential(PhysicalObject o)
        {
            Point pos = o.Position.ToPoint();

            pos.Y = pos.Y + ground_detection_space;
            Rectangle ro = new Rectangle(pos, o.Size);

            int i = 0;

            foreach (Rectangle r in grounds)
            {
                if (Collision.rect_collision(ro, r) != null)
                {
                    return(allGroundVelocity[i]);
                }
                i++;
            }
            return(0f);
        }
示例#8
0
        /// <summary>
        /// Adjust position and velocity of an object according to the map
        /// </summary>
        /// <param name="o">A physical object</param>
        public void adjustPositionAndVelocity(PhysicalObject o)
        {
            Vector2 position = o.Position;
            Vector2 velocity = o.Velocity;

            foreach (Rectangle r in leftWalls)
            {
                if (Collision.rect_collision(new Rectangle(position.ToPoint(), o.Size), r) != null)
                {
                    position.X = r.X + r.Size.X;
                    velocity.X = Math.Max(velocity.X, 0);
                }
            }
            foreach (Rectangle r in rightWalls)
            {
                if (Collision.rect_collision(new Rectangle(position.ToPoint(), o.Size), r) != null)
                {
                    position.X = r.X - o.Size.X;
                    velocity.X = Math.Min(velocity.X, 0);
                }
            }
            foreach (Rectangle r in grounds)
            {
                if (Collision.rect_collision(new Rectangle(position.ToPoint(), o.Size), r) != null)
                {
                    position.Y = r.Y - o.Size.Y;
                    velocity.Y = Math.Min(velocity.Y, 0);
                }
            }
            foreach (Rectangle r in roofs)
            {
                if (Collision.rect_collision(new Rectangle(position.ToPoint(), o.Size), r) != null)
                {
                    position.Y = r.Y + r.Size.Y;
                    velocity.Y = Math.Max(velocity.Y, 0);
                }
            }
            o.Position = position;
            o.Velocity = velocity;
        }
示例#9
0
 protected override void ApplyCollision(Vector2 imp, PhysicalObject obj, float elapsed)
 {
     base.ApplyCollision(imp, obj, elapsed);
     Damaged         = true;
     wait_before_die = 0f;
 }
示例#10
0
 protected virtual void ApplyCollision(Vector2 imp, PhysicalObject obj, float elapsed)
 {
     already_computed_collisions.Add(obj.ID);
     collisions_impulsion += imp;
 }
示例#11
0
        protected override void ApplyCollision(Vector2 imp, PhysicalObject obj, float elapsed)
        {
            base.ApplyCollision(imp, obj, elapsed);

            if (obj is NonPlayerObject)
            {
                NonPlayerObject e = (NonPlayerObject)obj;
                e.TouchPlayer();
                // Bonus
                if (e.Bonus > 0 || e.Life > 0)
                {
                    Life.incr(e.Life);
                    Score.incr(e.Bonus);
                    color           = Color.Yellow;
                    last_bonus_time = 0f;
                }

                switch (e.poisonState)
                {
                case NonPlayerObject.PoisonState.Horizontal:
                    if (!flipH)
                    {
                        poison_remaining_time += time_poison;
                        flipH = true;
                        color = Color.DarkViolet;
                        //last_damage_time = 0f; // It is for the color + immunity
                    }
                    break;

                case NonPlayerObject.PoisonState.Vertical:
                    if (!flipV)
                    {
                        poison_remaining_time += time_poison;
                        flipV = true;
                        color = Color.DarkViolet;
                        //last_damage_time = 0f; // It is for the color + immunity
                    }
                    break;

                case NonPlayerObject.PoisonState.Rotation:
                    if (!rotation)
                    {
                        poison_remaining_time += time_poison;
                        rotation = true;
                        color    = Color.DarkViolet;
                        //last_damage_time = 0f; // It is for the color + immunity
                    }
                    break;

                case NonPlayerObject.PoisonState.Nothing:
                    break;
                }

                // Damage
                int damage = 0;
                if (e is Monstar)
                {
                    if (!e.Damaged)                     // If e is damaged, it is because the collision has already been treated
                    {
                        float y_player = position.Y + Size.Y;
                        float y_e      = e.Position.Y + e.Size.Y / 2;
                        if (y_player < y_e)
                        {
                            velocity.Y = 0;                             // To give an impression of bouncing
                            e.SufferDamage();
                        }
                        else
                        {
                            damage = e.Damage;
                            e.SufferDamage();
                        }
                    }
                }
                else
                {
                    damage = e.Damage;
                }
                // If we are not invincible ..
                if (last_damage_time >= time_invicibility)
                {
                    if (damage > 0)
                    {
                        Life.decr(damage);
                        color            = Color.IndianRed;
                        last_damage_time = 0f;
                    }
                }
            }
        }