AxisAlignedRectangle
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The AxisAlignedRectangle is a which is used for unrotated bounding box collision. This is preferred over collision if Sprites are not rotated due to speed and memory usage considerations. AxisAlignedRectangles share many similarities with the other shape classes (, , and ). For general information about shapes, see the . For information on using AxisAlignedRectangles in Glue, see . AxisAlignedRectangles do not support being filled-in. They can only render as an outline. To render a solid rectangle, look at using with the
The "AxisAligned" part of AxisAlignedRectangle indicates that the sides of the rectangle are "axis aligned". In other words, the top, bottom, left, and right are all parallel to either the X or Y axes. AxisAlignedRectangles are always axis aligned for performance reasons. Therefore, if you rotate an AxisAlignedRectangle (set its RotationZ), this will have no impact on the collision behavior or its visible representation. If your game requires rotation, you should use the class. Of course, performance will suffer slightly if collision performance is a consideration for your game. For more information on axis alignment and a discussion of axis aligned object rotation and children positions, see .
The AxisAlignedRectangle class inherits from PositionedObject. This means that all properties which are available to (excluding rotation) are available to AxisAlignedRectangles. For more information, see the .
AxisAlignedRectangles are created through the ShapeManager. The following code creates an AxisAlignedRectangle through the ShapeManager and resizes it: Add the following using statement
Create the instance:
Add the following at class scope:
Add the following in Initialize after Initializing FlatRedBall:
Add the following in Update:
See .
Solid or moving collision can be performed with AxisAlignedRectangles as well as and . The following code creates three AxisAlignedRectangles - one controlled by the player, one which can be pushed, and one which is is immovable. Add the following using statements:
For information on determining which side an object has collided on, see .
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