How to collision detect two rectangles in MonoGame?

How to collision detect two rectangles in MonoGame?

I have two rectangles, one player, one map. The player needs to not be able to walk through the map. Both the player and map have a rectangle with position and texture width and height, both also have a Vector position. Rectangle.Intersect () only outputs a boolean value, I cannot figure out how I might find out which side was collided with.

How does a drag gesture work in MonoGame?

Edit: You’re not using gestures correctly here. A drag gesture is generated every time a finger moves across the screen. If you move your finger from one side of the screen to the other (Very quickly), you’ll get a lot of small drag gestures. This is how XNA and MonoGame work.

How to draw a solid rectangle in MonoGame?

Might be a tad bit easier than Aybe’s answer in some situations. This creates a solid rectangle. I found a simple solution for drawing filled and non-filled shapes, I don’t know if it’s power consuming or not, but here it is anyway: Thanks for contributing an answer to Stack Overflow!

Why do I get so many rotatecommands in MonoGame?

The RotateRightCommand or RotateLeftCommand that is returned is then executed by the calling code which rotates the object on the screen. This whole block of code is being run in the update loop in monogame. I think I am missing something in terms of resetting the touch input and that’s why I’m getting 3 or 4 RotateCommands returned for one drag.

Is there collision on the right side of the rectangle?

If this is true, then the collision could have ocurred on the right side (given that the left side of the player is bigger on the X axis than the map’s, that means that the player is to the right of the left most point of the map). Basically you can compare the X and Y coordinates of both rectangles.

Is the box inheriting from object2d.cs?

The box just inherits from Object2D.cs, no code has been changed. But in the update void of the MainGame.cs, where we are checking for the collision:

How to write collision code for MonoGame sprite?

If you utilized it, then your collision code could be as simple as this: Thanks for contributing an answer to Game Development Stack Exchange! Please be sure to answer the question. Provide details and share your research! But avoid … Asking for help, clarification, or responding to other answers.

How does a sprite walk through a block?

I am blanking on the logic here. How do I get it so that my sprite doesn’t run through a block. It only repels if the center of the player sprite is higher than the bottom of the block. But when it is lower, it walks right through. It gets lower because my jump function or my grounded function is a bit funky.

How can I detect collision between two tiles?

Given we have a method of detecting collision between two rectangles, detecting collision between an object and a tilemap canbe as simple as comparing a rectangle representing the object and every single wall tile rectangle. We iterate over every tile in the tilemap, if the tile is a wall we compare the objects rectangle with the tiles.

Where are the X and Y tiles on the tilemap?

If you calculate the ‘x’ tile position at the left and right value of the object rectangle, and the ‘y’ tile position at the top and bottom of the object rectangle. You can use these to only check the tiles that definitely overlap the object rectangle.

How to prevent a collision with the tilemap?

The simplest thing we can attempt to prevent the character ending a frame overlapping a wall is to check her rectangle for collision against the tilemap, and to revert to her old position if a collision occured.