Example #1
0
  public boolean intersects(Collider c, boolean flag) {
    boolean colliding = false;

    if (c.getLayer() != layer) return false;

    Vec2[] vertices = {
      pos,
      Vec2.add(pos, new Vec2(0, size.y())),
      Vec2.add(pos, size),
      Vec2.add(pos, new Vec2(size.x(), 0))
    };

    if (c instanceof QuadCollider) {
      QuadCollider qc = (QuadCollider) c;

      if (!flag && qc.intersects(this, true)) return true;

      for (int i = 0; i < vertices.length; i++) {
        float x = vertices[i].x();
        float y = vertices[i].y();

        if (x >= qc.bottomLeft().x()
            && x <= qc.topRight().x()
            && y <= qc.topRight().y()
            && y >= qc.bottomLeft().y()) {
          colliding = true;
          break;
        }
      }
    } else if (c instanceof CircleCollider) {
      CircleCollider cc = (CircleCollider) c;

      Vec2 distV = Vec2.sub(center, cc.getPos());

      Vec2 rad = Vec2.mult(distV, Vec2.REV);
      rad.normalize();

      rad.mult(new Vec2(cc.getR(), cc.getR()));

      distV.add(rad);

      distV.add(center);

      if (distV.x() >= bottomLeft().x()
          && distV.x() <= topRight().x()
          && distV.y() >= bottomLeft().y()
          && distV.y() <= topRight().y()) {
        colliding = true;
      } else if (cc.getPos().x() >= bottomLeft().x()
          && cc.getPos().x() <= topRight().x()
          && cc.getPos().y() >= bottomLeft().y()
          && cc.getPos().y() <= topRight().y()) colliding = true;
    }

    return colliding;
  }
Example #2
0
  @Override
  public void move(Vec2 delta) {
    this.pos.add(delta);

    center = Vec2.add(pos, Vec2.div(size, new Vec2(2, 2)));
  }
Example #3
0
 public Vec2 topRight() {
   return Vec2.add(pos, size);
 }
Example #4
0
  public QuadCollider(Vec2 pos, Vec2 size) {
    this.pos = pos;
    this.size = size;

    center = Vec2.add(pos, Vec2.div(size, new Vec2(2, 2)));
  }