C# Class SunsetHigh.CollisionManager

Mostrar archivo Open project: ErraticUnicorn/MOSH

Public Properties

Property Type Description
K_ZERO_OFFSET Point

Public Methods

Method Description
checkProjectileCollisions ( ) : void
collisionWithInteractableAtRelative ( IInteractable p_interactable, Point p_offset, IInteractable p_exclude ) : IInteractable

Returns an interactable in the current world's scene that p_interactable collides with if its position were changed. if p_interactable is colliding with p_exclude, that collision doesn't count (i.e. it doesn't make sense to check whether something is colliding with itself)

collisionWithObjectAtRelative ( IInteractable p_interactable, Point p_offset, String p_layer ) : MapObject
collisionWithObjectAtRelative ( Sprite p_sprite, Point p_offset ) : MapObject
collisionWithSolid ( IInteractable p_sprite ) : bool

Returns whether the specified sprite is currently colliding with a solid object

collisionWithSolidAtRelative ( IInteractable p_sprite, Point p_offset ) : bool

Returns whether the specified sprite collides with a solid object if its position were changed

collisionWithTeleport ( IInteractable p_sprite ) : MapObject

Returns whether the specified sprite is currently colliding with a teleport zone

collisionWithTeleportAtRelative ( IInteractable p_sprite, Point p_offset ) : MapObject

Returns whether the specified sprite collides with a teleport zone if its position were changed

excludeInteractableCollision ( IInteractable p_exclude ) : void
includeInteractableCollision ( IInteractable p_include ) : void
resetInteractableCollisions ( ) : void
setSpriteOutsideRectangle ( Sprite sprite, Rectangle rect ) : bool

Sets the given Sprite one pixel off the closest side of the given Rectangle

Method Details

checkProjectileCollisions() public static method

public static checkProjectileCollisions ( ) : void
return void

collisionWithInteractableAtRelative() public static method

Returns an interactable in the current world's scene that p_interactable collides with if its position were changed. if p_interactable is colliding with p_exclude, that collision doesn't count (i.e. it doesn't make sense to check whether something is colliding with itself)
public static collisionWithInteractableAtRelative ( IInteractable p_interactable, Point p_offset, IInteractable p_exclude ) : IInteractable
p_interactable IInteractable Interactable to check
p_offset Point The proposed movement of the Interactable
p_exclude IInteractable An interactable to exclude from collision checking
return IInteractable

collisionWithObjectAtRelative() public static method

public static collisionWithObjectAtRelative ( IInteractable p_interactable, Point p_offset, String p_layer ) : MapObject
p_interactable IInteractable
p_offset Point
p_layer String
return TiledPipelineExtensions.MapObject

collisionWithObjectAtRelative() public static method

public static collisionWithObjectAtRelative ( Sprite p_sprite, Point p_offset ) : MapObject
p_sprite Sprite
p_offset Point
return TiledPipelineExtensions.MapObject

collisionWithSolid() public static method

Returns whether the specified sprite is currently colliding with a solid object
public static collisionWithSolid ( IInteractable p_sprite ) : bool
p_sprite IInteractable
return bool

collisionWithSolidAtRelative() public static method

Returns whether the specified sprite collides with a solid object if its position were changed
public static collisionWithSolidAtRelative ( IInteractable p_sprite, Point p_offset ) : bool
p_sprite IInteractable
p_offset Point
return bool

collisionWithTeleport() public static method

Returns whether the specified sprite is currently colliding with a teleport zone
public static collisionWithTeleport ( IInteractable p_sprite ) : MapObject
p_sprite IInteractable
return TiledPipelineExtensions.MapObject

collisionWithTeleportAtRelative() public static method

Returns whether the specified sprite collides with a teleport zone if its position were changed
public static collisionWithTeleportAtRelative ( IInteractable p_sprite, Point p_offset ) : MapObject
p_sprite IInteractable
p_offset Point
return TiledPipelineExtensions.MapObject

excludeInteractableCollision() public static method

public static excludeInteractableCollision ( IInteractable p_exclude ) : void
p_exclude IInteractable
return void

includeInteractableCollision() public static method

public static includeInteractableCollision ( IInteractable p_include ) : void
p_include IInteractable
return void

resetInteractableCollisions() public static method

public static resetInteractableCollisions ( ) : void
return void

setSpriteOutsideRectangle() public static method

Sets the given Sprite one pixel off the closest side of the given Rectangle
public static setSpriteOutsideRectangle ( Sprite sprite, Rectangle rect ) : bool
sprite Sprite
rect Microsoft.Xna.Framework.Rectangle
return bool

Property Details

K_ZERO_OFFSET public_oe static_oe property

public static Point K_ZERO_OFFSET
return Point