Method | Description | |
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AddBox ( MegaMan.Engine.CollisionBox box ) : void | ||
CheckIfOneEntityHitContainProperty ( string property ) : bool |
Function to check collision with solid objects which occured during game tick.
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CheckIfOneEntityHitContainProperty_RealTime ( string property ) : bool |
Function to check RealTime collision with solid objects. (not in game loop). CollisionWithAllEntities_RealTime Must have been called before.
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CheckIfOneTileHitContainProperty ( string property ) : bool |
Function to check collisions with tiles that occured during tick.
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CheckIfOneTileHitContainProperty_RealTime ( string property ) : bool |
Function to check RealTime collision (not in game loop). CollisionWithTiles_RealTime Must have been called before.
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Clone ( ) : MegaMan.Engine.Component | ||
CollisionWithAllEntitiesAndTiles_RealTime ( string boxName, string entity, string property, bool pushAway, bool solidOnly, bool checkTilesForCollisions, bool checkEntitiesForCollisions ) : bool |
Function that checks collision with tiles and/or entities. Stops the checks as soon as one collision is found IF MANY ENTITIES, ONLY FIRST ON IN LIST IS CHECKED |
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Message ( IGameMessage msg ) : void | ||
RegisterDependencies ( MegaMan.Engine.Component component ) : void | ||
Start ( IGameplayContainer container ) : void | ||
Stop ( IGameplayContainer container ) : void | ||
TouchedAt ( string myGroup, string targetGroup = null ) : bool | ||
TouchedBy ( string group ) : bool | ||
VerticalApproach ( RectangleF intersection, RectangleF boundBox, float vx, float vy ) : bool |
Method | Description | |
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Update ( ) : void |
Method | Description | |
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BlockByIntersection ( |
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CheckEntityCollisions ( List |
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CheckEnvironment ( List |
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CheckEnvironmentTile ( List |
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CheckTargetBox ( MegaMan.Engine.CollisionBox hitbox, |
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CheckTileProperty ( |
See returns
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ClearTouch ( ) : void | ||
CollideWith ( IEntity entity, MegaMan.Engine.CollisionBox myBox, MegaMan.Engine.CollisionBox targetBox ) : void | ||
CollisionBoxToCheck ( string boxName, string entityId ) : List |
Returns list of boxes to check. If boxName is nulled, fetch active boxes of entity, else only return boxName.
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CollisionWithAllEntities_RealTime ( MegaMan.Engine.CollisionBox box, string property, bool solidOnly = true, bool pushAway = false ) : bool |
See return value. Fills hitBlockEntities with all/solid (see param solidOnly) entities hit
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CollisionWithTiles_RealTime ( MegaMan.Engine.CollisionBox box, string property, bool pushAway = false ) : bool |
See return value. Fills hitSquaresForFunctionThatChecksCollisions with blocks hit
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FloatCorrect ( |
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HitByBoxes ( MegaMan.Engine.CollisionBox hitbox ) : IEnumerable |
Get the hitboxes that the calling box would be targeted by - use for blocking
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Instance_GameRender ( |
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Loadinfo ( |
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ReactForHitbox ( List |
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ReactToTileEffect ( |
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TargetBoxes ( MegaMan.Engine.CollisionBox hitbox ) : IEnumerable |
Get the hitboxes that the calling box can target
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Touch ( MegaMan.Engine.CollisionBox targetbox, MegaMan.Engine.CollisionBox mybox ) : void |
public AddBox ( MegaMan.Engine.CollisionBox box ) : void | ||
box | MegaMan.Engine.CollisionBox | |
return | void |
public CheckIfOneEntityHitContainProperty ( string property ) : bool | ||
property | string | |
return | bool |
public CheckIfOneEntityHitContainProperty_RealTime ( string property ) : bool | ||
property | string | |
return | bool |
public CheckIfOneTileHitContainProperty ( string property ) : bool | ||
property | string | |
return | bool |
public CheckIfOneTileHitContainProperty_RealTime ( string property ) : bool | ||
property | string | |
return | bool |
public CollisionWithAllEntitiesAndTiles_RealTime ( string boxName, string entity, string property, bool pushAway, bool solidOnly, bool checkTilesForCollisions, bool checkEntitiesForCollisions ) : bool | ||
boxName | string | If null, pick every active box of entity picked |
entity | string | If null, current entity |
property | string | Example: Blocking |
pushAway | bool | If a collision is found, need to push entity away? |
solidOnly | bool | Applies to entities. Check only solid ones? |
checkTilesForCollisions | bool | |
checkEntitiesForCollisions | bool | |
return | bool |
public RegisterDependencies ( MegaMan.Engine.Component component ) : void | ||
component | MegaMan.Engine.Component | |
return | void |
public Start ( IGameplayContainer container ) : void | ||
container | IGameplayContainer | |
return | void |
public Stop ( IGameplayContainer container ) : void | ||
container | IGameplayContainer | |
return | void |
public TouchedAt ( string myGroup, string targetGroup = null ) : bool | ||
myGroup | string | |
targetGroup | string | |
return | bool |
public static VerticalApproach ( RectangleF intersection, RectangleF boundBox, float vx, float vy ) : bool | ||
intersection | RectangleF | |
boundBox | RectangleF | |
vx | float | |
vy | float | |
return | bool |