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| CircleCollider (float radius) |
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| CircleCollider (float radius, bool debugged) |
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| CircleCollider (float radius, string collisionLayer, bool debugged=false) |
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| CircleCollider (float radius, Vector2 offset, string collisionLayer, bool debugged=false) |
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| CircleCollider (float radius, Vector2 offset, bool debugged=false) |
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override void | DrawDebug () |
| Define how to draw the verlet object for debugging (eg, draw the collider outline)
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override void | SolveCollision (PolygonCollider other, Vector2 velocity) |
| Circle Colliding potentially with another circle.
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override void | SolveCollision (CircleCollider obj2, Vector2 velocity) |
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void | ResolveCollision (CircleCollider other, Vector2 collisionVector) |
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override bool | PointInsideCollider (PointF point) |
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float | GetRadius () |
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override void | CalculateAABB () |
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delegate void | TriggerEvent (Collider collidedWith) |
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delegate void | CollisionEvent (Collider collidedWith) |
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| Collider (Vector2 offset, string layer, bool debug) |
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| Collider (string layer, bool debug) |
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| Collider (bool debug) |
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| Collider (Vector2 offset, bool debug) |
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void | updatePosition (float dt) |
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void | SetVelocity (Vector2 externalVelocity) |
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void | accelerate (Vector2 acc) |
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Vector2 | GetOldPosition () |
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Vector2 | GetLocalNodePosition () |
| Gets local position from the node as a Vector2 This method is used for velocity.
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Vector2 | GetGlobalColliderPosition () |
| Gets global position from the node as a Vector2 This method is used for collision detection.
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void | SetNodePosition (Vector2 position) |
| Sets the position of the Node.
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Vector2 | GetOffset () |
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void | SetOffset (Vector2 offset) |
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float | GetRotation () |
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void | SetRotation (float r) |
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AABB | GetAABB () |
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void | SetStatic (bool b) |
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bool | IsStatic () |
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void | SetTrigger (bool b) |
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bool | IsTrigger () |
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void | SetLayer (string layer) |
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string | GetLayer () |
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bool | IsAABBOverlapping () |
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void | SetAABBOverlapping (bool b) |
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void | SetAllowedCollisionLayers (List< string > layers) |
| Pass in a list of layers with which this collider should be able to collide with.
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List< string > | GetAllowedCollisionLayers () |
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void | SolveCollisions (List< Collider > others) |
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void | SolveCollision (Collider other, Vector2 velocity) |
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void | SolveCollision (PolygonCollider other, Vector2 velocity) |
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void | SolveCollision (CircleCollider other, Vector2 velocity) |
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bool | PointInsideCollider (PointF point) |
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void | CalculateAABB () |
| Each subclass will have its own method of calculating its AABB.
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override void | SetEnabled (bool state) |
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int | CompareTo (Behaviour? other) |
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delegate void | EnabledChanged (bool state) |
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bool | HasTag (string tag) |
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override void | OnAwake () |
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override void | OnStart () |
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override void | OnDestroy () |
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override void | OnUpdate (GameTime gameTime) |
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void | SetAABB (AABB aabb) |
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void | FireCorrectEvent (Vector2 collisionVector, Collider other) |
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void | FireTriggerEnter (Vector2 collisionVector, Collider other) |
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void | FireCollisionEnter (Vector2 collisionVector, Collider other) |
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virtual void | OnFixedUpdate (GameTime gameTime) |
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ICollisionSystem | collisionSystem |
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readonly uint | InstanceID |
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readonly HashSet< string > | Tags = new() |
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bool | Debug = false [get, set] |
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float | VelocityDampingMultiplier = 1 [get, set] |
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Vector2 | Velocity [get, set] |
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Game | Game [get, set] |
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Node? | Node [get, set] |
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bool | Enabled = true [get] |
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string | Name = "Generic Object" [get, protected set] |
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TriggerEvent? | OnTriggerEnter |
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CollisionEvent? | OnCollisionEnter |
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EnabledChanged? | EnabledChangedEvent |
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