本文整理汇总了C#中Entity.getPosition方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.getPosition方法的具体用法?C# Entity.getPosition怎么用?C# Entity.getPosition使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Entity
的用法示例。
在下文中一共展示了Entity.getPosition方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: updateCollisionWith
internal override void updateCollisionWith(Entity a_collider)
{
if (a_collider is Player)
{
Player t_player = (Player) a_collider;
if (Game.keyClicked(GameState.getActionKey()) && !t_player.isChase()
&& t_player.getLastState() != Player.State.Hiding && t_player.getCurrentState() != Player.State.Jumping
&& t_player.getCurrentState() != Player.State.Slide && t_player.getCurrentState() != Player.State.Climbing)
{
Vector2 t_playerGlobal = a_collider.getPosition().getGlobalCartesianCoordinates();
float t_myPositionX = m_position.getGlobalCartesianCoordinates().X;
if (t_playerGlobal.X < t_myPositionX)
{
t_player.setNextPositionX(t_myPositionX - a_collider.getHitBox().getOutBox().Width);
t_player.setFacingRight(true);
}
else
{
t_player.setNextPositionX(t_myPositionX + m_img.getSize().X);
t_player.setFacingRight(false);
}
t_player.setState(Player.State.Hiding);
t_player.setHidingImage(Player.STANDHIDINGIMAGE);
t_player.setSpeedX(0);
}
}
}
示例2: updateCollisionWith
internal override void updateCollisionWith(Entity a_collider)
{
if (a_collider is Player)
{
Player t_player = (Player)a_collider;
Vector2 t_playerGlobalPosition = a_collider.getPosition().getGlobalCartesian();
Rectangle t_playerOutBox = a_collider.getHitBox().getOutBox();
if (CollisionManager.Contains(this.getHitBox(),
new Vector2(t_playerGlobalPosition.X + t_playerOutBox.Width / 2, t_playerGlobalPosition.Y + t_playerOutBox.Height / 2))
&& !t_player.isChase()
&& t_player.getLastState() != Player.State.Hiding
&& t_player.getCurrentState() != Player.State.Rolling
)
{
if (KeyboardHandler.keyClicked(GameState.getActionKey()))
{
t_player.setState(Player.State.Hiding);
t_player.setHidingImage(Player.DUCKHIDINGIMAGE);
t_player.setSpeedX(0);
t_player.setInteractionVisibility(false);
t_player.getHideSound().play();
}
else if (t_player.getCurrentState() != Player.State.Hiding)
{
t_player.setInteractionVisibility(true);
}
}
}
}
示例3: changeMode
public void changeMode(Entity a_collider)
{
float t_startX = m_line.getStartPoint().getGlobalX();
float t_startY = m_line.getStartPoint().getGlobalY();
float t_endX = m_line.getEndPoint().getGlobalX();
float t_endY = m_line.getEndPoint().getGlobalY();
float t_colliderY = a_collider.getPosition().getGlobalY() + a_collider.getHitBox().getOutBox().Height;
m_isReady = true;
setStartPoint(new Vector2(((-t_startX * t_endY) + (t_startX * t_colliderY) + (t_startY * t_endX) - (t_endX * t_colliderY)) / (t_startY -t_endY), t_colliderY - 1));
setEndPoint(m_player.getPosition().getGlobalCartesian() + new Vector2(m_player.getHitBox().getOutBox().Width / 2, m_player.getHitBox().getOutBox().Height / 2));
m_rotate = m_startPosition.getAngleTo(m_endPosition.getGlobalCartesian());
LinkedList<GameObject> t_gameObjects = Game.getInstance().getState().getCurrentList();
bool t_isStartAtPlatform = false;
foreach (GameObject t_go in t_gameObjects)
{
if (t_go is Platform)
if (((Platform)t_go).getBox().Contains((int)m_startPosition.getGlobalX(), (int)m_startPosition.getGlobalY()))
{
t_isStartAtPlatform = true;
break;
}
}
if (t_isStartAtPlatform)
{
m_player.setState(Player.State.Swinging);
if (!(Vector2.Distance(m_player.getPosition().getGlobalCartesian(), m_line.getStartPoint().getGlobalCartesian())
< Math.Min(Vector2.Distance(new Vector2(m_player.getPosition().getGlobalCartesian().X + m_player.getHitBox().getOutBox().Width, m_player.getPosition().getGlobalCartesian().Y), m_line.getStartPoint().getGlobalCartesian()),
Vector2.Distance(new Vector2(m_player.getPosition().getGlobalCartesian().X + m_player.getHitBox().getOutBox().Width / 2, m_player.getPosition().getGlobalCartesian().Y), m_line.getStartPoint().getGlobalCartesian()))))
{
if (Vector2.Distance(new Vector2(m_player.getPosition().getGlobalCartesian().X + m_player.getHitBox().getOutBox().Width, m_player.getPosition().getGlobalCartesian().Y), m_line.getStartPoint().getGlobalCartesian())
< Vector2.Distance(new Vector2(m_player.getPosition().getGlobalCartesian().X + m_player.getHitBox().getOutBox().Width / 2, m_player.getPosition().getGlobalCartesian().Y), m_line.getStartPoint().getGlobalCartesian()))
{
m_player.addPositionXAfterDraw(m_player.getHitBox().getOutBox().Width);
}
else
{
m_player.addPositionXAfterDraw(m_player.getHitBox().getOutBox().Width / 2);
}
}
m_player.setRope(this);
m_player.changePositionToPolar();
m_player.getPosition().setParentPositionWithoutMoving(m_line.getStartPoint());
m_player.setState(Player.State.Swinging);
if (m_player.getPosition().getLength() < 50)
{
m_player.getPosition().setLength(50);
}
m_moveToStart = false;
}
else
{
m_moveToStart = true;
}
}
示例4: updateCollisionWith
internal override void updateCollisionWith(Entity a_collider)
{
if (a_collider is Player)
{
Player t_player = (Player) a_collider;
if (!t_player.isChase()
&& t_player.getLastState() != Player.State.Hiding && t_player.getCurrentState() != Player.State.Jumping
&& t_player.getCurrentState() != Player.State.Slide && t_player.getCurrentState() != Player.State.Climbing)
{
if (!t_player.isStunned())
{
if (KeyboardHandler.keyClicked(GameState.getActionKey()))
{
Vector2 t_playerGlobal = a_collider.getPosition().getGlobalCartesian();
float t_myPositionX = m_position.getGlobalCartesian().X;
float t_newPos;
if (t_playerGlobal.X < t_myPositionX)
{
t_newPos = t_myPositionX - a_collider.getHitBox().getOutBox().Width;
t_player.setFacingRight(true);
}
else
{
t_newPos = t_myPositionX + m_img.getSize().X;
t_player.setFacingRight(false);
}
Game.getInstance().m_camera.getPosition().plusXWith(t_player.getPosition().getGlobalX() - t_newPos);
t_player.setNextPositionX(t_newPos);
t_player.setState(Player.State.Hiding);
t_player.setHidingImage(Player.STANDHIDINGIMAGE);
t_player.setSpeedX(0);
t_player.getHideSound().play();
t_player.getImg().setSprite("Images//Sprite//Hero//hero_wallhide");
t_player.updateFlip();
}
else if (t_player.getCurrentState() != Player.State.Hiding)
{
t_player.setInteractionVisibility(true);
}
}
}
}
}
示例5: updateCollisionWith
internal override void updateCollisionWith(Entity a_collider)
{
if (a_collider is Player)
{
Player t_player = (Player)a_collider;
Vector2 t_playerGlobalPosition = a_collider.getPosition().getGlobalCartesianCoordinates();
Rectangle t_playerOutBox = a_collider.getHitBox().getOutBox();
if (CollisionManager.Contains(this.getHitBox(),
new Vector2(t_playerGlobalPosition.X + t_playerOutBox.Width/2, t_playerGlobalPosition.Y + t_playerOutBox.Height/2)))
{
if (Game.keyClicked(GameState.getActionKey()) && !t_player.isChase()
&& t_player.getLastState() != Player.State.Hiding)
{
t_player.setState(Player.State.Hiding);
t_player.setHidingImage(Player.DUCKHIDINGIMAGE);
t_player.setSpeedX(0);
}
}
}
}
示例6: updateCollisionWith
internal override void updateCollisionWith(Entity a_collid)
{
if (a_collid is Player)
{
Vector2 t_playerGlobalCoordinate = a_collid.getPosition().getGlobalCartesianCoordinates();
if (CollisionManager.Contains(this.getHitBox(), t_playerGlobalCoordinate))
{
Player t_player = (Player)a_collid;
if (
(Game.keyClicked(GameState.getUpKey()) && (t_player.getCurrentState() == Player.State.Walking || t_player.getCurrentState() == Player.State.Stop))
|| (t_player.getCurrentState() != Player.State.Walking && t_player.getCurrentState() != Player.State.Stop)
)
{
if (this.m_spriteEffects == SpriteEffects.FlipHorizontally)
t_player.setIsOnLadderWithDirection(Player.Direction.Left);
else
t_player.setIsOnLadderWithDirection(Player.Direction.Right);
}
}
}
}
示例7: hang
public void hang(Entity a_collider)
{
if (!m_stunned)
{
Rectangle t_colliderBox = a_collider.getHitBox().getOutBox();
Rectangle t_playerBox = getHitBox().getOutBox();
if (!t_colliderBox.Contains((int)m_lastPosition.X + t_playerBox.Width + 4, (int)m_lastPosition.Y)
&& t_colliderBox.Contains((int)m_position.getGlobalX() + t_playerBox.Width + 4, (int)m_position.getGlobalY())
&& m_lastPosition.Y < t_colliderBox.Y
&& m_speed.Y >= 0
&& (m_currentState == State.Jumping || m_currentState == State.Slide))
{
m_position.setLocalY(a_collider.getPosition().getGlobalY());
m_nextPosition.Y = m_position.getGlobalY();
m_speed.Y = 0;
m_speed.X = 0;
m_currentState = State.Hanging;
m_facingRight = true;
m_hangSound.play();
}
else if (!t_colliderBox.Contains((int)m_lastPosition.X - 4, (int)m_lastPosition.Y)
&& t_colliderBox.Contains((int)m_position.getGlobalX() - 4, (int)m_position.getGlobalY())
&& m_lastPosition.Y < t_colliderBox.Y
&& m_speed.Y >= 0
&& (m_currentState == State.Jumping || m_currentState == State.Slide))
{
m_position.setLocalY(a_collider.getPosition().getGlobalY());
m_nextPosition.Y = m_position.getGlobalY();
m_speed.Y = 0;
m_speed.X = 0;
m_currentState = State.Hanging;
m_facingRight = false;
m_hangSound.play();
}
}
}