How can I get the Rock to Fall upon the player colliding with the trigger box BELOW the rock
protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);
player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);
if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;
player.velocity *= 0.9f; // friction
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}
// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;
MovePlayer(dt);
foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}
if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}
if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}
So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.
c# xna
add a comment |
protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);
player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);
if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;
player.velocity *= 0.9f; // friction
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}
// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;
MovePlayer(dt);
foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}
if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}
if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}
So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.
c# xna
1
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18
add a comment |
protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);
player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);
if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;
player.velocity *= 0.9f; // friction
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}
// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;
MovePlayer(dt);
foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}
if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}
if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}
So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.
c# xna
protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);
player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);
if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;
player.velocity *= 0.9f; // friction
if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}
// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;
MovePlayer(dt);
foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}
if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}
if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}
So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.
c# xna
c# xna
edited Nov 12 at 4:13
asked Nov 12 at 0:19
Liam Flanagan
135
135
1
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18
add a comment |
1
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18
1
1
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18
add a comment |
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1
It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43
Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13
I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37
The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18