calculate NPC physics-box correctly
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f7567686b3
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@ -28,7 +28,7 @@ namespace SemiColinGames {
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int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
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int testPoint = desiredX + 12 * npc.Facing;
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// TODO: define the box modularly & correctly.
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AABB npcBox = new AABB(new Vector2(testPoint, npc.Position.Y), new Vector2(1, 33));
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AABB npcBox = new AABB(new Vector2(testPoint, npc.Position.Y), new Vector2(1, 25));
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Debug.AddRect(npcBox, Color.Cyan);
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bool foundBox = false;
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foreach (AABB box in world.CollisionTargets) {
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@ -49,13 +49,16 @@ namespace SemiColinGames {
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public class NPC {
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private const int spriteWidth = 96;
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private const int spriteHeight = 81;
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private const int spriteCenterYOffset = 2;
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private const int spriteCenterYOffset = 10;
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private readonly Vector2 eyeOffset = new Vector2(4, -3);
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private readonly FSM<NPC> fsm;
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private AABB physicsBox;
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private readonly Vector2 halfSize = new Vector2(12, 24);
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public NPC(Point position, int facing) {
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Position = position;
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physicsBox = new AABB(position.ToVector2(), halfSize);
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Facing = facing;
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fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
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{ "idle", new IdleState() },
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@ -93,6 +96,8 @@ namespace SemiColinGames {
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public void Update(float modelTime, World world) {
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fsm.Update(this, modelTime, world);
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physicsBox = new AABB(Position.ToVector2(), halfSize);
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Debug.AddRect(physicsBox, Color.White);
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}
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public void Draw(SpriteBatch spriteBatch) {
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