151 lines
No EOL
5.7 KiB
C#
151 lines
No EOL
5.7 KiB
C#
using DangerousD.GameCore.GameObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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namespace DangerousD.GameCore.Managers
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{
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internal class PhysicsManager
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{
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public void UpdateCollisions(List<Entity> entities, List<LivingEntity> livingEntities,
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List<MapObject> mapObjects, GameTime gameTime)
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{
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float delta = (float)gameTime.ElapsedGameTime.TotalSeconds;
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foreach (var item in livingEntities)
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{
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item.velocity = item.velocity + item.acceleration * delta;
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}
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CheckCollisions(livingEntities, mapObjects);
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OnCollision(entities, livingEntities);
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OnCollision(livingEntities);
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//entities dont move
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//Living entities dont move
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//mapObjects dont move
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//mapObjects have isCollisions on
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//Check collisions
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//Only Living entities move
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//OnCollision
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}
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public void CheckCollisions(List<LivingEntity> livingEntities,
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List<MapObject> mapObjects)
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{
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for (int i = 0; i < livingEntities.Count; i++)
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{
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for (int j = 0; j < mapObjects.Count; j++)
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{
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if (livingEntities[i].Rectangle.Intersects(mapObjects[j].Rectangle))
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{
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if (livingEntities[i].Rectangle.Right > mapObjects[j].Rectangle.Left)
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{
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livingEntities[i].velocity.X = 0;
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livingEntities[i].SetPosition(new Vector2(livingEntities[i].Pos.X - (livingEntities[i].Rectangle.Right - mapObjects[j].Rectangle.Left),
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livingEntities[i].Pos.Y));
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}
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else if (livingEntities[i].Rectangle.Left < mapObjects[j].Rectangle.Right)
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{
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livingEntities[i].velocity.X = 0;
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livingEntities[i].SetPosition(new Vector2(livingEntities[i].Pos.X + mapObjects[j].Rectangle.Right - livingEntities[i].Rectangle.Left,
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livingEntities[i].Pos.Y));
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}
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else if (livingEntities[i].Rectangle.Bottom > mapObjects[j].Rectangle.Top)
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{
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livingEntities[i].velocity.Y = 0;
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livingEntities[i].SetPosition(new Vector2(livingEntities[i].Pos.X,
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livingEntities[i].Pos.Y - (livingEntities[i].Rectangle.Bottom - mapObjects[j].Rectangle.Top)));
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}
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else if (livingEntities[i].Rectangle.Top < mapObjects[j].Rectangle.Bottom)
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{
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livingEntities[i].velocity.Y = 0;
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livingEntities[i].SetPosition(new Vector2(livingEntities[i].Pos.X,
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livingEntities[i].Pos.Y + (mapObjects[j].Rectangle.Bottom - livingEntities[i].Rectangle.Top)));
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}
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}
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}
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}
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}
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public void OnCollision(List<Entity> entities, List<LivingEntity> livingEntities)
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{
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for (int i = 0; i < entities.Count; i++)
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{
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for (int j = 0; j < livingEntities.Count; j++)
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{
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if (livingEntities[j].Rectangle.Intersects(entities[i].Rectangle))
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{
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livingEntities[j].OnCollision();
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entities[i].OnCollision();
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}
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}
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}
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}
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public void OnCollision(List<LivingEntity> livingEntities)
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{
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for (int i = 0; i < livingEntities.Count; i++)
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{
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for (int j = i + 1; j < livingEntities.Count; j++)
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{
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if (livingEntities[i].Rectangle.Intersects(livingEntities[j].Rectangle))
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{
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livingEntities[i].OnCollision();
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livingEntities[j].OnCollision();
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}
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}
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}
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}
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public GameObject RayCast(LivingEntity entity1, LivingEntity entity2, )
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{
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Rectangle rectangle;
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Vector2 distance = entity1.Pos - entity2.Pos;
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rectangle = new Rectangle((int)entity1.Pos.X, (int)entity1.Pos.Y, entity2.Width, entity2.Height);
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GameObject gameObject = null;
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double length = distance.Length();
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for (int i = 0; i < length; i++)
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{
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rectangle.X = (int)(entity2.Pos.X + (i / length) * distance.X);
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rectangle.Y = (int)(entity2.Pos.Y + (i / length) * distance.Y);
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//if (rectangle.Intersects(GameManager.Rectangle))
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//{
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// return game
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//}
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}
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return gameObject;
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}
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public GameObject RayCast(LivingEntity entity1, Vector2 targetCast)
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{
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Rectangle rectangle;
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Vector2 direction = entity1.Pos - targetCast;
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rectangle = new Rectangle((int)entity1.Pos.X, (int)entity1.Pos.Y, 1, 1);
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GameObject gameObject = null;
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double k = direction.Length();
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for (int i = 0; i < k; i++)
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{
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rectangle.X = (int)(entity1.Pos.X + (i / k) * direction.X);
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rectangle.Y = (int)(entity1.Pos.Y + (i / k) * direction.X);
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if (gameObject != null)
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{
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break;
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return gameObject;
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}
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}
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return null;
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}
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}
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} |