Thank you to anyone who has already donated - your generous donations helped make three months of treatment possible.
My brother Nate continues to fight stage IV Hodgkin's lymphoma. He's just 31, with a wife and baby girl. They have no active income (since he's been unable to return to work), no insurance, and cannot afford the treatment he needs. Nate and his family need your help. Please consider a donation, every dollar helps. Thanks.
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{ // Calculate half sizes. float halfWidthA = rectA.Width / 2.0f; float halfWidthB = rectB.Width / 2.0f; // Calculate centers. float centerA = rectA.Left + halfWidthA; float centerB = rectB.Left + halfWidthB; // Calculate current and minimum-non-intersecting distances between centers. float distanceX = centerA - centerB; float minDistanceX = halfWidthA + halfWidthB; // If we are not intersecting at all, return (0, 0). if (Math.Abs(distanceX) >= minDistanceX) return 0f; // Calculate and return intersection depths. return distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX; } { // Calculate half sizes. float halfHeightA = rectA.Height / 2.0f; float halfHeightB = rectB.Height / 2.0f; // Calculate centers. float centerA = rectA.Top + halfHeightA; float centerB = rectB.Top + halfHeightB; // Calculate current and minimum-non-intersecting distances between centers. float distanceY = centerA - centerB; float minDistanceY = halfHeightA + halfHeightB; // If we are not intersecting at all, return (0, 0). if (Math.Abs(distanceY) >= minDistanceY) return 0f; // Calculate and return intersection depths. return distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY; } } public enum Direction { Horizontal, Vertical } { KeyboardState state = Keyboard.GetState(); // Handle Keyboard Input int horizontal = state.IsKeyDown(Keys.Left) ? -1 : (state.IsKeyDown(Keys.Right) ? 1 : 0); int vertical = state.IsKeyDown(Keys.Up) ? -1 : (state.IsKeyDown(Keys.Down) ? 1 : 2); // Handle Horizontal Movement if (horizontal != 0) { _playerPosition += Vector2.UnitX * Math.Min(PlayerSpeed * elapsed, Math.Min(_playerSize.X, TileSize)) * horizontal; _playerPosition = new Vector2((float)Math.Round(_playerPosition.X), _playerPosition.Y); HandleCollisions(Direction.Horizontal); } // Handle Vertical Movement if(vertical != 0) { _playerPosition += Vector2.UnitY * Math.Min(PlayerSpeed * elapsed, Math.Min(_playerSize.Y, TileSize)) * vertical; _playerPosition = new Vector2(_playerPosition.X, (float)Math.Round(_playerPosition.Y)); HandleCollisions(Direction.Vertical); } } { Rectangle playerBounds = GetPlayerBounds(); int leftTile = playerBounds.Left / TileSize; int topTile = playerBounds.Top / TileSize; int rightTile = (int)Math.Ceiling((float)playerBounds.Right / TileSize) - 1; int bottomTile = (int)Math.Ceiling(((float)playerBounds.Bottom / TileSize)) - 1; for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { Vector2 depth; if (TileIsObstacle(x, y) && TileIntersectsPlayer(playerBounds, GetTileBounds(y, x), direction, out depth)) { _playerPosition += depth; playerBounds = GetPlayerBounds(); } } } } { return new Rectangle(x * TileSize, y * TileSize, TileSize, TileSize); } { return new Rectangle((int)Math.Round(_playerPosition.X), (int)Math.Round(_playerPosition.Y), (int)Math.Round(_playerSize.X), (int)Math.Round(_playerSize.Y)); } { depth = direction == Direction.Vertical ? new Vector2(0, player.GetVerticalIntersectionDepth(block)) : new Vector2(player.GetHorizontalIntersectionDepth(block), 0); return depth.Y != 0 || depth.X != 0; } { if (x < 0 || y < 0 || x >= _width || y >= _height) return true; return _blocks[x, y] != ' '; } |