Module: AuthorEngine::Part::CollisionDetection
- Included in:
- Game
- Defined in:
- lib/author_engine/game/common/parts/collision_detection.rb
Instance Method Summary collapse
- #bounding_box(sprite_index) ⇒ Object
- #colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
- #draw_level_boxes(level_index) ⇒ Object
- #draw_sprite_box(sprite_index, sprite_x, sprite_y) ⇒ Object
- #render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY) ⇒ Object
- #sprite_vs_level(sprite_index, sprite_x, sprite_y, level) ⇒ Object
- #sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
Instance Method Details
#bounding_box(sprite_index) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 4 def bounding_box(sprite_index) @authorengine_collision_detection.box(sprite_index) end |
#colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 8 def colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) @authorengine_collision_detection.colliding_edge(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) end |
#draw_level_boxes(level_index) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 24 def draw_level_boxes(level_index) @authorengine_collision_detection.debug_draw_level(level_index) end |
#draw_sprite_box(sprite_index, sprite_x, sprite_y) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 20 def draw_sprite_box(sprite_index, sprite_x, sprite_y) @authorengine_collision_detection.debug_draw_sprite(sprite_index, sprite_x, sprite_y) end |
#render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 28 def render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges = {}, z = Float::INFINITY) @authorengine_collision_detection.render_bounding_box(sprite_index, box, sprite_x, sprite_y, edges, z) end |
#sprite_vs_level(sprite_index, sprite_x, sprite_y, level) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 16 def sprite_vs_level(sprite_index, sprite_x, sprite_y, level) @authorengine_collision_detection.sprite_vs_level(sprite_index, sprite_x, sprite_y, level) end |
#sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) ⇒ Object
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# File 'lib/author_engine/game/common/parts/collision_detection.rb', line 12 def sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) @authorengine_collision_detection.sprite_vs_sprite(sprite_index, sprite_x, sprite_y, target_sprite_index, target_x, target_y) end |