module AuthorEngine::Part::CollisionDetection
Public Instance Methods
bounding_box(sprite_index)
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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)
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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)
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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)
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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)
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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)
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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)
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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