mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 12:58:33 +01:00
added a method to make sidescrolling collision detection easier with TiledMapCollisions
This commit is contained in:
parent
6ef9f8ffb1
commit
200058a611
2 changed files with 33 additions and 0 deletions
|
@ -1,3 +1,5 @@
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using MLEM.Extensions;
|
||||||
using MonoGame.Extended;
|
using MonoGame.Extended;
|
||||||
|
|
||||||
namespace MLEM.Extended.Extensions {
|
namespace MLEM.Extended.Extensions {
|
||||||
|
@ -24,5 +26,10 @@ namespace MLEM.Extended.Extensions {
|
||||||
return new Misc.RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
|
return new Misc.RectangleF(rect.X, rect.Y, rect.Width, rect.Height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc cref="MLEM.Extensions.NumberExtensions.Penetrate"/>
|
||||||
|
public static bool Penetrate(this RectangleF rect, RectangleF other, out Vector2 normal, out float penetration) {
|
||||||
|
return rect.ToMlem().Penetrate(other.ToMlem(), out normal, out penetration);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -2,6 +2,7 @@ using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
|
using MLEM.Extended.Extensions;
|
||||||
using MLEM.Extensions;
|
using MLEM.Extensions;
|
||||||
using MLEM.Misc;
|
using MLEM.Misc;
|
||||||
using MonoGame.Extended.Tiled;
|
using MonoGame.Extended.Tiled;
|
||||||
|
@ -110,6 +111,31 @@ namespace MLEM.Extended.Tiled {
|
||||||
return this.GetCollidingTiles(area, included).Any();
|
return this.GetCollidingTiles(area, included).Any();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns a set of normals and penetration amounts for each <see cref="TileCollisionInfo"/> that intersects with the given <see cref="RectangleF"/> area.
|
||||||
|
/// The normals and penetration amounts are based on <see cref="MLEM.Extensions.NumberExtensions.Penetrate"/>.
|
||||||
|
/// Note that all x penetrations are returned before all y penetrations, which improves collision detection in sidescrolling games with gravity.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="getArea">The area to penetrate</param>
|
||||||
|
/// <returns>A set of normals and penetration amounts</returns>
|
||||||
|
public IEnumerable<(Vector2, float)> GetPenetrations(Func<RectangleF> getArea) {
|
||||||
|
foreach (var col in this.GetCollidingAreas(getArea())) {
|
||||||
|
if (getArea().Penetrate(col, out var normal, out var penetration) && normal.X != 0)
|
||||||
|
yield return (normal, penetration);
|
||||||
|
}
|
||||||
|
foreach (var col in this.GetCollidingAreas(getArea())) {
|
||||||
|
if (getArea().Penetrate(col, out var normal, out var penetration) && normal.Y != 0)
|
||||||
|
yield return (normal, penetration);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerable<RectangleF> GetCollidingAreas(RectangleF area, Func<TileCollisionInfo, bool> included = null) {
|
||||||
|
foreach (var tile in this.GetCollidingTiles(area, included)) {
|
||||||
|
foreach (var col in tile.Collisions)
|
||||||
|
yield return col;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// A delegate method used to override the default collision checking behavior.
|
/// A delegate method used to override the default collision checking behavior.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
Loading…
Reference in a new issue