using mine2d.state; namespace mine2d.core; class PlayerEntity { public static bool IsSelf(Player p) { return p.Guid == GetSelf().Guid; } public static Player GetSelf() { var ctx = Context.Get(); var player = ctx.GameState.Players.FirstOrDefault( p => p.Guid == ctx.FrontendGameState.PlayerGuid ); return player; } public static void Move(Player p) { p.Movement += Constants.Gravity; p.Position += p.Movement; } public static void Collide(Player p) { var world = Context.Get().GameState.World; bool hasCollision; do { var pL = p.Position + new Vector2(0, -8); hasCollision = world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL); if (hasCollision) { p.Movement = p.Movement with { X = 0 }; p.Position += new Vector2(0.1f, 0); } } while (hasCollision); do { var pR = p.Position + new Vector2(16, -8); hasCollision = world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR); if (hasCollision) { p.Movement = p.Movement with { X = 0 }; p.Position += new Vector2(-0.1f, 0); } } while (hasCollision); do { var pL = p.Position; var pR = p.Position + new Vector2(16, 0); hasCollision = world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL) || world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR); if (hasCollision) { p.Movement = p.Movement with { Y = 0 }; p.Position += new Vector2(0, -0.1f); } } while (hasCollision); do { var pL = p.Position + new Vector2(0, -32); var pR = p.Position + new Vector2(16, -32); hasCollision = world.HasChunkAt(pL) && world.GetChunkAt(pL).HasTileAt(pL) || world.HasChunkAt(pR) && world.GetChunkAt(pR).HasTileAt(pR); if (hasCollision) { p.Movement = p.Movement with { Y = 0 }; p.Position += new Vector2(0, 0.1f); } } while (hasCollision); } }