AxiosEngine-old 

AxiosEngine-old Mercurial Source Tree


Root/axios/Engine/DrawableAxiosGameObject.cs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
using System;
using Axios.Engine.Interfaces;
using FarseerPhysics.SamplesFramework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Diagnostics;
 
namespace Axios.Engine
{
    public class DrawableAxiosGameObject : AxiosGameObject, IDrawableAxiosGameObject
    {
        protected int _draworder;
        protected Texture2D Texture;
        protected bool _visible = true;
         
        //public Vector2 Position = new Vector2(); //set this to a property and adjust if adjustunits is true
 
        public bool Visible
        {
            get { return _visible; }
            set { this._visible = value; }
        }
 
        public Vector2 _position = Vector2.Zero;
        public Vector2 Position
        {
            get
            {
                //Debugger.Break();
                return ConvertUnits.ToDisplayUnits(_position);
            }
            set
            {
                _position = value;
            }
        }
 
        public Vector2 RealPosition
        {
            get { return _position; }
            private set { }
        }
 
        public Vector2 Origin = new Vector2();
 
        protected bool _adjustunits = true;
        protected bool _relativetocamera = true;
 
        protected float _rotation;
 
        public float Rotation
        {
            get { return _rotation; }
            set { _rotation = value; }
        }
 
        public bool AdjustUnits //if value changed - change position depending on adjusting the units
        {
            get { return _adjustunits; }
            set { _adjustunits = value; }
        }
 
        public bool RelativeToCamera
        {
            get { return _relativetocamera; }
            set { _relativetocamera = value; }
        }
 
        public int Width
        {
            get { return this.Texture.Width; }
            private set { }
        }
 
        public int Height
        {
            get { return this.Texture.Height; }
            private set { }
        }
 
        public override void LoadContent(AxiosGameScreen gameScreen)
        {
            base.LoadContent(gameScreen);
 
             
        }
 
        public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
        {
            //System.Diagnostics.Debugger.Break();
            //Vector2 test = ConvertUnits.ToDisplayUnits(_position);
            if (_visible)
            {
                if (_relativetocamera)
                    gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View);
                else
                    gameScreen.ScreenManager.SpriteBatch.Begin();
                if (_adjustunits)
                    gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(_position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
                else
                    gameScreen.ScreenManager.SpriteBatch.Draw(Texture, _position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
                gameScreen.ScreenManager.SpriteBatch.End();
            }
        }
 
        public int DrawOrder
        {
            get
            {
                return this._draworder;
            }
            set
            {
                this._draworder = value;
            }
        }
 
        /// <summary>
        /// This method is a very simple collision detection based on textures.
        /// While Farseer (Box2D) is an excellent physics engine - it doesn't know, or care, about the textures.
        /// This method does a AABB test and if that is true - it tests the individual pixels in the textures.
        /// </summary>
        /// <param name="obj">Object to test against</param>
        /// <returns>true if the object is colliding, false if it isn't</returns>
        public bool CollidesWith(DrawableAxiosGameObject obj)
        {
            Rectangle thisobj = new Rectangle((int)this.Position.X, (int)this.Position.Y, this.Texture.Width, this.Texture.Height);
            Rectangle otherobj = new Rectangle((int)obj.Position.X, (int)obj.Position.Y, obj.Texture.Width, obj.Texture.Height);
 
            if (thisobj.Intersects(otherobj))
            {
 
                int top = Math.Max(thisobj.Top, otherobj.Top);
                int bottom = Math.Min(thisobj.Bottom, otherobj.Bottom);
                int left = Math.Max(thisobj.Left, otherobj.Left);
                int right = Math.Min(thisobj.Right, otherobj.Right);
 
                Color[] thisobjcolor = new Color[this.Texture.Width * this.Texture.Height];
                Color[] otherobjcolor = new Color[obj.Texture.Width * obj.Texture.Height];
 
                Texture.GetData(thisobjcolor);
                obj.Texture.GetData(otherobjcolor);
 
                // Check every point within the intersection bounds
                for (int y = top; y < bottom; y++)
                {
                    for (int x = left; x < right; x++)
                    {
                        // Get the color of both pixels at this point
                        Color colorA = thisobjcolor[(x - thisobj.Left) +
                                             (y - thisobj.Top) * thisobj.Width];
                        Color colorB = otherobjcolor[(x - otherobj.Left) +
                                             (y - otherobj.Top) * otherobj.Width];
 
                        // If both pixels are not completely transparent,
                        if (colorA.A != 0 && colorB.A != 0)
                        {
                            // then an intersection has been found
                            return true;
                        }
                    }
                }
            }
 
            return false;
        }
 
        /// <summary>
        /// This method is a very simple collision detection based on textures.
        /// While Farseer (Box2D) is an excellent physics engine - it doesn't know, or care, about the textures.
        /// This method does a AABB test and if that is true - it tests the individual pixels in the textures.
        /// </summary>
        /// <param name="obj">Object to test against</param>
        /// <returns>true if the object is colliding, false if it isn't</returns>
        public bool CollidesWith(Vector2 pos, Rectangle rect)
        {
            Rectangle thisobj = new Rectangle((int)this.Position.X, (int)this.Position.Y, this.Texture.Width, this.Texture.Height);
            Rectangle otherobj = new Rectangle((int)pos.X, (int)pos.Y, rect.Width, rect.Height);
 
            Texture2D obj = new Texture2D(Texture.GraphicsDevice, rect.Width, rect.Height);
            Color[] arr = new Color[rect.Width * rect.Height];
            for (int i = 0; i < rect.Width * rect.Height; ++i)
                arr[i] = Color.Black;
 
            obj.SetData(arr);
 
            if (thisobj.Intersects(otherobj))
            {
 
                int top = Math.Max(thisobj.Top, otherobj.Top);
                int bottom = Math.Min(thisobj.Bottom, otherobj.Bottom);
                int left = Math.Max(thisobj.Left, otherobj.Left);
                int right = Math.Min(thisobj.Right, otherobj.Right);
 
                Color[] thisobjcolor = new Color[this.Texture.Width * this.Texture.Height];
                Color[] otherobjcolor = new Color[obj.Width * obj.Height];
 
                Texture.GetData(thisobjcolor);
                obj.GetData(otherobjcolor);
 
                // Check every point within the intersection bounds
                for (int y = top; y < bottom; y++)
                {
                    for (int x = left; x < right; x++)
                    {
                        // Get the color of both pixels at this point
                        Color colorA = thisobjcolor[(x - thisobj.Left) +
                                             (y - thisobj.Top) * thisobj.Width];
                        Color colorB = otherobjcolor[(x - otherobj.Left) +
                                             (y - otherobj.Top) * otherobj.Width];
 
                        // If both pixels are not completely transparent,
                        if (colorA.A != 0 && colorB.A != 0)
                        {
                            // then an intersection has been found
                            return true;
                        }
                    }
                }
            }
 
            return false;
        }
    }
}
Source at commit fa778c206e78 created 12 years 7 months ago.
By Nathan Adams, * - Adding visible flag to DrawableAxiosGameObject

Archive Download this file

Page rendered in 1.36285s using 11 queries.