axiosengine/axios/Engine/DrawableAxiosGameObject.cs

174 lines
7.4 KiB
C#

using System;
using Axios.Engine.Interfaces;
using FarseerPhysics.SamplesFramework;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Axios.Engine
{
public class DrawableAxiosGameObject : AxiosGameObject, IDrawableAxiosGameObject
{
protected int _draworder;
protected Texture2D Texture;
public Vector2 Position = new Vector2(); //set this to a property and adjust if adjustunits is true
public Vector2 Origin = new Vector2();
protected bool _adjustunits = true;
protected bool _relativetocamera = true;
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 override void LoadContent(AxiosGameScreen gameScreen)
{
base.LoadContent(gameScreen);
}
public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime)
{
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, 0, Origin, _scale, SpriteEffects.None, 0);
else
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.End();
}
public int DrawOrder
{
get
{
return this._draworder;
}
set
{
this._draworder = value;
}
}
//Copied/adapted from http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel
/// <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;
}
//Copied/adapted from http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel
/// <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;
}
}
}