Small Game with collisions

This commit is contained in:
Elias Stepanik 2022-07-20 22:35:03 +02:00
parent 526c9a3973
commit 61e4e3d642
9 changed files with 69 additions and 33 deletions

View File

@ -14,44 +14,95 @@ public class Game : Window
}
Vector2 ballPosition = new Vector2(100, 100);
UiText _text = new UiText(new Vector2(0,0), "Hello World!", 20, Color.RED);
UiText playerDebugText = new UiText(new Vector2(0,0), "Hello World!", 20, Color.RED);
UiText playerInputText = new UiText(new Vector2(0,30), "Hello World!", 20, Color.RED);
UiText playerVelocityText= new UiText(new Vector2(0,60), "Hello World!", 20, Color.RED);
Circle circle = new Circle(new Vector2(0,0), 20, Color.RED);
Circle circleD = new Circle(new Vector2(0,0), 2, Color.RED);
Rectangle _cube = new Rectangle(new Vector2(100,100), new Vector2(10,20), Color.BLUE);
private List<Rectangle> _cubes;
public override void Start()
{
ballPosition = new Vector2((float) Width / 2, (float) Height / 2);
circle.Position = ballPosition;
RegisterGameObject(circle);
RegisterUiObject(_text);
RegisterUiObject(playerDebugText);
RegisterUiObject(playerInputText);
RegisterUiObject(playerVelocityText);
RegisterGameObject(_cube);
RegisterGameObject(circleD);
_cubes = new List<Rectangle>()
{
new Rectangle(new Vector2(0,0), new Vector2(Width,20), Color.BLUE),
new Rectangle(new Vector2(0,0), new Vector2(20,Height), Color.BLUE),
new Rectangle(new Vector2(Width - 20 ,0), new Vector2(20,Height), Color.BLUE),
new Rectangle(new Vector2(0,Height - 20), new Vector2(Width,20), Color.BLUE)
};
foreach (var VARIABLE in _cubes)
{
RegisterGameObject(VARIABLE);
}
base.Start();
}
Vector2 playerVelocity = new Vector2(0,0);
Vector2 playerInput = new Vector2(0,0);
float speed = 2;
bool _collided = false;
public override void Update()
{
base.Update();
if (!circle.Intersects(_cube))
playerInputText.Text = "Player Input: " + playerInput;
playerVelocityText.Text = "Player Velocity: " + playerVelocity;
playerDebugText.Text = "Player Debug: " + circle.Position;
foreach (var rectangle in _cubes)
{
if (circle.Intersects(rectangle))
{
playerVelocity = new Vector2(0,0);
playerInput = new Vector2(0,0);
_collided = true;
}
else
{
_collided = false;
}
}
if (Raylib.IsKeyDown(KeyboardKey.KEY_D)) ballPosition.X += 2.0f;
if (Raylib.IsKeyDown(KeyboardKey.KEY_A)) ballPosition.X -= 2.0f;
if (Raylib.IsKeyDown(KeyboardKey.KEY_W)) ballPosition.Y -= 2.0f;
if (Raylib.IsKeyDown(KeyboardKey.KEY_S)) ballPosition.Y += 2.0f;
double dir = _cube.DirectionTo(circle);
Vector2 dirVec = new Vector2((float) Math.Cos(dir), (float) Math.Sin(dir));
if (Raylib.IsKeyDown(KeyboardKey.KEY_D)) playerInput.X = Raymath.Lerp(playerInput.X, 1, 0.5f * Raylib.GetFrameTime() * 10);
if (Raylib.IsKeyDown(KeyboardKey.KEY_A)) playerInput.X = Raymath.Lerp(playerInput.X, -1, 0.5f * Raylib.GetFrameTime() * 10);
if (Raylib.IsKeyDown(KeyboardKey.KEY_W)) playerInput.Y = Raymath.Lerp(playerInput.Y, -1, 0.5f * Raylib.GetFrameTime() * 10);
if (Raylib.IsKeyDown(KeyboardKey.KEY_S)) playerInput.Y = Raymath.Lerp(playerInput.Y, 1, 0.5f * Raylib.GetFrameTime() * 10);
playerVelocity += playerInput;
circle.Position += playerVelocity * Raylib.GetFrameTime() * speed;
circleD.Position = circle.Position + dirVec * circle.Radius;
circle.Position = ballPosition;
Camera.target = new Vector2(0, 0);
Console.Clear();
Console.WriteLine(@"BallPisiton: {0}",circle.Position);
Console.WriteLine(@"BallDirection: {0}",circleD.Position);
}
float Lerp(float start, float end, float amount)
{
float result = start + amount*(end - start);
return result;
}
}

View File

@ -44,20 +44,5 @@ public class Rectangle : GameObject
return Math.Tan((position.Y / position.X));
}
public double DirectionTo(Circle other)
{
Vector2 otherPosition = other.Position;
Vector2 position = Position;
//α = arccos[(xa * xb + ya * yb) / (√(xa2 + ya2) * √(xb2 + yb2))]
return Math.Atan((position.X * otherPosition.X + position.Y * otherPosition.Y) /
(Math.Sqrt(Math.Pow(position.X, 2) + Math.Pow(position.Y, 2)) *
Math.Sqrt(Math.Pow(other.Position.X, 2) + Math.Pow(other.Position.Y, 2))));
}
}

View File

@ -34,18 +34,18 @@ public class Window
public virtual void Update()
{
Parallel.ForEach(gameObjects, gameObject =>
foreach (var gameObject in gameObjects)
{
gameObject.Draw();
});
}
}
public virtual void UpdateUi()
{
Parallel.ForEach(uiObjects, uiObject =>
foreach (var uiObject in uiObjects)
{
uiObject.Draw();
});
}
}
public virtual void RegisterGameObject(GameObject gameObject)