本文整理汇总了C#中ICollidable.GetVelocityVector方法的典型用法代码示例。如果您正苦于以下问题:C# ICollidable.GetVelocityVector方法的具体用法?C# ICollidable.GetVelocityVector怎么用?C# ICollidable.GetVelocityVector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ICollidable
的用法示例。
在下文中一共展示了ICollidable.GetVelocityVector方法的3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: OnLadder
public bool OnLadder(ICollidable obj, out int x, out int y)
{
floatRectangle objRect = obj.GetBoundingBox();
Vector2 objVel = obj.GetVelocityVector();
x = 0;
y = 0;
if (objRect.Top() > m_tileHeight * m_height || objRect.Bottom() < 0
|| objRect.Left() > m_tileWidth * m_width || objRect.Right() < 0)
return false;
Rectangle tileRect = new Rectangle();
tileRect.X = (int)objRect.X / m_tileWidth;
tileRect.Y = (int)objRect.Y / m_tileHeight;
tileRect.Width = (int)objRect.Width / m_tileWidth;
tileRect.Height = (int)objRect.Height / m_tileHeight;
if (tileRect.X < 0) tileRect.X = 0;
if (tileRect.Y < 0) tileRect.Y = 0;
if (tileRect.Right >= m_width)
tileRect.Width = m_width - tileRect.X - 1;
if (tileRect.Bottom >= m_height)
tileRect.Height = m_height - tileRect.Y - 1;
for (int j = tileRect.Top; j <= tileRect.Bottom; ++j)
{
for (int i = tileRect.Left; i <= tileRect.Right; ++i)
{
if (m_tiles[m_map[i, j]].m_type == Tile.TileType.LADDER)
{
x = i * m_tileWidth;
y = j * m_tileHeight;
return true;
}
}
}
return false;
}
示例2: Collide
public Vector2 Collide(ICollidable obj, out bool hit)
{
hit = false;
floatRectangle objInitRect = obj.GetBoundingBox();
Vector2 objVel = obj.GetVelocityVector();
floatRectangle objRect = new floatRectangle(objInitRect.X + objVel.X,
objInitRect.Y + objVel.Y, objInitRect.Width, objInitRect.Height);
if (objRect.Top() > m_tileHeight * m_height || objRect.Bottom() < 0
|| objRect.Left() > m_tileWidth * m_width || objRect.Right() < 0)
return objVel;
Rectangle tileRect = new Rectangle();
tileRect.X = (int)objRect.X / m_tileWidth;
tileRect.Y = (int)objRect.Y / m_tileHeight;
tileRect.Width = (int)objRect.Width / m_tileWidth;
tileRect.Height = (int)objRect.Height / m_tileHeight;
floatRectangle objRectX = new floatRectangle(objInitRect.X + objVel.X, objInitRect.Y + 1,
objInitRect.Width, objInitRect.Height - 1);
floatRectangle objRectY = new floatRectangle(objInitRect.X + 1, objInitRect.Y + objVel.Y,
objInitRect.Width - 1, objInitRect.Height);
if (tileRect.X < 0) tileRect.X = 0;
if (tileRect.Y < 0) tileRect.Y = 0;
if (tileRect.Right >= m_width)
tileRect.Width = m_width - tileRect.X - 1;
if (tileRect.Bottom >= m_height)
tileRect.Height = m_height - tileRect.Y - 1;
for (int j = tileRect.Top; j <= tileRect.Bottom; ++j)
{
for (int i = tileRect.Left; i <= tileRect.Right; ++i)
{
if (m_tiles[m_map[i, j]].m_type == Tile.TileType.NONE
|| m_tiles[m_map[i, j]].m_type == Tile.TileType.LADDER)
continue;
floatRectangle currRect = new floatRectangle(i * m_tileWidth, j * m_tileHeight,
m_tileWidth, m_tileHeight);
if (objVel.X > 0)
{
if (objRectX.Right() > currRect.Left()
&& objRectX.Top() < currRect.Bottom() && objRectX.Bottom() > currRect.Top())
{
hit = true;
objVel.X = currRect.Left() - objInitRect.Right();
if (objVel.X < 0)
objVel.X = 0;
}
}
else
{
if (objRectX.Left() < currRect.Right()
&& objRectX.Top() < currRect.Bottom() && objRectX.Bottom() > currRect.Top())
{
hit = true;
objVel.X = currRect.Right() - objInitRect.Left();
if (objVel.X > 0)
objVel.X = 0;
}
}
if (objVel.Y > 0)
{
if (objRectY.Bottom() > currRect.Top()
&& objRectY.Left() < currRect.Right() && objRectY.Right() > currRect.Left())
{
hit = true;
objVel.Y = currRect.Top() - objInitRect.Bottom();
if (objVel.Y < 0)
objVel.Y = 0;
}
}
//else
//{
// hit = true;
// if (objRectY.Top() < currRect.Bottom()
// && objRectY.Left() < currRect.Right() && objRectY.Right() > currRect.Left())
// {
// objVel.Y = currRect.Bottom() - objInitRect.Top();
// if (objVel.Y > 0)
// objVel.Y = 0;
// }
//}
}
}
return objVel;
}
示例3: WillCollide
public bool WillCollide(ICollidable other)
{
floatRectangle theirs = other.GetBoundingBox();
Vector2 vel = other.GetVelocityVector();
floatRectangle mine = new floatRectangle(m_rect.X + m_vec.X,
m_rect.Y + m_vec.X, m_rect.Width, m_rect.Height);
theirs.X += vel.X;
theirs.Y += vel.Y;
if (mine.Right() > theirs.Left() && mine.Left() < theirs.Right()
&& mine.Bottom() > theirs.Top() && mine.Top() < theirs.Bottom())
{
return true;
}
return false;
}