C# 클래스 SunsetHigh.CollisionManager

파일 보기 프로젝트 열기: ErraticUnicorn/MOSH

공개 프로퍼티들

프로퍼티 타입 설명
K_ZERO_OFFSET Point

공개 메소드들

메소드 설명
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

메소드 상세

checkProjectileCollisions() 공개 정적인 메소드

public static checkProjectileCollisions ( ) : void
리턴 void

collisionWithInteractableAtRelative() 공개 정적인 메소드

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
리턴 IInteractable

collisionWithObjectAtRelative() 공개 정적인 메소드

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

collisionWithObjectAtRelative() 공개 정적인 메소드

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

collisionWithSolid() 공개 정적인 메소드

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

collisionWithSolidAtRelative() 공개 정적인 메소드

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
리턴 bool

collisionWithTeleport() 공개 정적인 메소드

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

collisionWithTeleportAtRelative() 공개 정적인 메소드

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
리턴 TiledPipelineExtensions.MapObject

excludeInteractableCollision() 공개 정적인 메소드

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

includeInteractableCollision() 공개 정적인 메소드

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

resetInteractableCollisions() 공개 정적인 메소드

public static resetInteractableCollisions ( ) : void
리턴 void

setSpriteOutsideRectangle() 공개 정적인 메소드

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
리턴 bool

프로퍼티 상세

K_ZERO_OFFSET 공개적으로 정적으로 프로퍼티

public static Point K_ZERO_OFFSET
리턴 Point