C# Platform Collisions Not Working With Multiple Platforms











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Right now I'm trying to make a simple game editor in C#, however there's a problem with when the user adds more than one platform to the screen:



private void tmrRunGame_Tick(object sender, EventArgs e)
{
foreach(Platform plat in platList)
{
if (plat.getBounds().IntersectsWith(player.getBounds()))
{
tmrGravity.Stop();
isColliding = true;
}
else
{
isColliding = false;
}
}

if(player.getY() < 500 && !isJumping && !isColliding)
{
tmrGravity.Start();
}
else
{
tmrGravity.Stop();
}
}


This code only stops the user from falling through the last created platform, all of the ones before that the user is able to just fall right through. What makes this all the more confusing is that the program is detecting collisions for all of the platforms, but only doing what it's supposed to for one! It's very frustrating and any help is appreciated.



This is how I'm adding platforms if that helps in any way:



private void pbPlatformSelect_MouseClick(object sender, MouseEventArgs e)
{
Platform plat = new Platform(100, 10, 50, 50);
plat.drawTo(this);
platList.Add(plat);
}









share|improve this question




























    up vote
    0
    down vote

    favorite












    Right now I'm trying to make a simple game editor in C#, however there's a problem with when the user adds more than one platform to the screen:



    private void tmrRunGame_Tick(object sender, EventArgs e)
    {
    foreach(Platform plat in platList)
    {
    if (plat.getBounds().IntersectsWith(player.getBounds()))
    {
    tmrGravity.Stop();
    isColliding = true;
    }
    else
    {
    isColliding = false;
    }
    }

    if(player.getY() < 500 && !isJumping && !isColliding)
    {
    tmrGravity.Start();
    }
    else
    {
    tmrGravity.Stop();
    }
    }


    This code only stops the user from falling through the last created platform, all of the ones before that the user is able to just fall right through. What makes this all the more confusing is that the program is detecting collisions for all of the platforms, but only doing what it's supposed to for one! It's very frustrating and any help is appreciated.



    This is how I'm adding platforms if that helps in any way:



    private void pbPlatformSelect_MouseClick(object sender, MouseEventArgs e)
    {
    Platform plat = new Platform(100, 10, 50, 50);
    plat.drawTo(this);
    platList.Add(plat);
    }









    share|improve this question


























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      Right now I'm trying to make a simple game editor in C#, however there's a problem with when the user adds more than one platform to the screen:



      private void tmrRunGame_Tick(object sender, EventArgs e)
      {
      foreach(Platform plat in platList)
      {
      if (plat.getBounds().IntersectsWith(player.getBounds()))
      {
      tmrGravity.Stop();
      isColliding = true;
      }
      else
      {
      isColliding = false;
      }
      }

      if(player.getY() < 500 && !isJumping && !isColliding)
      {
      tmrGravity.Start();
      }
      else
      {
      tmrGravity.Stop();
      }
      }


      This code only stops the user from falling through the last created platform, all of the ones before that the user is able to just fall right through. What makes this all the more confusing is that the program is detecting collisions for all of the platforms, but only doing what it's supposed to for one! It's very frustrating and any help is appreciated.



      This is how I'm adding platforms if that helps in any way:



      private void pbPlatformSelect_MouseClick(object sender, MouseEventArgs e)
      {
      Platform plat = new Platform(100, 10, 50, 50);
      plat.drawTo(this);
      platList.Add(plat);
      }









      share|improve this question















      Right now I'm trying to make a simple game editor in C#, however there's a problem with when the user adds more than one platform to the screen:



      private void tmrRunGame_Tick(object sender, EventArgs e)
      {
      foreach(Platform plat in platList)
      {
      if (plat.getBounds().IntersectsWith(player.getBounds()))
      {
      tmrGravity.Stop();
      isColliding = true;
      }
      else
      {
      isColliding = false;
      }
      }

      if(player.getY() < 500 && !isJumping && !isColliding)
      {
      tmrGravity.Start();
      }
      else
      {
      tmrGravity.Stop();
      }
      }


      This code only stops the user from falling through the last created platform, all of the ones before that the user is able to just fall right through. What makes this all the more confusing is that the program is detecting collisions for all of the platforms, but only doing what it's supposed to for one! It's very frustrating and any help is appreciated.



      This is how I'm adding platforms if that helps in any way:



      private void pbPlatformSelect_MouseClick(object sender, MouseEventArgs e)
      {
      Platform plat = new Platform(100, 10, 50, 50);
      plat.drawTo(this);
      platList.Add(plat);
      }






      c# game-physics collision






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      share|improve this question




      share|improve this question








      edited Nov 21 at 19:58









      D Manokhin

      602219




      602219










      asked Nov 21 at 19:56









      BenCompSci

      527




      527
























          2 Answers
          2






          active

          oldest

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          up vote
          2
          down vote













          Replace foreach loop with this code:



          var playerBounds = player.GetBounds ();
          isColliding = platList.Any (plat => plat.GetBounds ().IntersectsWith (playerBounds);
          if (isColliding) tmrGravity.Stop ();


          if you don't like LINQ, you can change you loop like this:



          var playerBounds = player.GetBounds ();
          isColliding = false;
          foreach (var plat in platList) {
          if (plat.GetBounds ().IntersectsWith (playerBounds)) {
          isColliding = true;
          tmrGravity.Stop ();
          break;
          }
          }





          share|improve this answer




























            up vote
            1
            down vote













            I think you want to break out of the foreach loop once you determine you have collided with something. If you have 3 platforms, and you collide with the first, isColliding is true, but if it doesn't collide with the second platform, it will switch isColliding to false. In the end, whatever the intersection result of the last platform in the list is, is what isColliding's value will be.



            So try putting 'break;' right after 'isColliding = true';



            This is also an efficiency improvement because if you have 1,000 platforms and the player collides with the first one, we don't really care about the others (from what I can tell) and we save ourselves 999 iterations of the loop.






            share|improve this answer























            • Yes that worked, thank you!
              – BenCompSci
              Nov 21 at 20:08











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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            2
            down vote













            Replace foreach loop with this code:



            var playerBounds = player.GetBounds ();
            isColliding = platList.Any (plat => plat.GetBounds ().IntersectsWith (playerBounds);
            if (isColliding) tmrGravity.Stop ();


            if you don't like LINQ, you can change you loop like this:



            var playerBounds = player.GetBounds ();
            isColliding = false;
            foreach (var plat in platList) {
            if (plat.GetBounds ().IntersectsWith (playerBounds)) {
            isColliding = true;
            tmrGravity.Stop ();
            break;
            }
            }





            share|improve this answer

























              up vote
              2
              down vote













              Replace foreach loop with this code:



              var playerBounds = player.GetBounds ();
              isColliding = platList.Any (plat => plat.GetBounds ().IntersectsWith (playerBounds);
              if (isColliding) tmrGravity.Stop ();


              if you don't like LINQ, you can change you loop like this:



              var playerBounds = player.GetBounds ();
              isColliding = false;
              foreach (var plat in platList) {
              if (plat.GetBounds ().IntersectsWith (playerBounds)) {
              isColliding = true;
              tmrGravity.Stop ();
              break;
              }
              }





              share|improve this answer























                up vote
                2
                down vote










                up vote
                2
                down vote









                Replace foreach loop with this code:



                var playerBounds = player.GetBounds ();
                isColliding = platList.Any (plat => plat.GetBounds ().IntersectsWith (playerBounds);
                if (isColliding) tmrGravity.Stop ();


                if you don't like LINQ, you can change you loop like this:



                var playerBounds = player.GetBounds ();
                isColliding = false;
                foreach (var plat in platList) {
                if (plat.GetBounds ().IntersectsWith (playerBounds)) {
                isColliding = true;
                tmrGravity.Stop ();
                break;
                }
                }





                share|improve this answer












                Replace foreach loop with this code:



                var playerBounds = player.GetBounds ();
                isColliding = platList.Any (plat => plat.GetBounds ().IntersectsWith (playerBounds);
                if (isColliding) tmrGravity.Stop ();


                if you don't like LINQ, you can change you loop like this:



                var playerBounds = player.GetBounds ();
                isColliding = false;
                foreach (var plat in platList) {
                if (plat.GetBounds ().IntersectsWith (playerBounds)) {
                isColliding = true;
                tmrGravity.Stop ();
                break;
                }
                }






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 21 at 20:10









                trollingchar

                1616




                1616
























                    up vote
                    1
                    down vote













                    I think you want to break out of the foreach loop once you determine you have collided with something. If you have 3 platforms, and you collide with the first, isColliding is true, but if it doesn't collide with the second platform, it will switch isColliding to false. In the end, whatever the intersection result of the last platform in the list is, is what isColliding's value will be.



                    So try putting 'break;' right after 'isColliding = true';



                    This is also an efficiency improvement because if you have 1,000 platforms and the player collides with the first one, we don't really care about the others (from what I can tell) and we save ourselves 999 iterations of the loop.






                    share|improve this answer























                    • Yes that worked, thank you!
                      – BenCompSci
                      Nov 21 at 20:08















                    up vote
                    1
                    down vote













                    I think you want to break out of the foreach loop once you determine you have collided with something. If you have 3 platforms, and you collide with the first, isColliding is true, but if it doesn't collide with the second platform, it will switch isColliding to false. In the end, whatever the intersection result of the last platform in the list is, is what isColliding's value will be.



                    So try putting 'break;' right after 'isColliding = true';



                    This is also an efficiency improvement because if you have 1,000 platforms and the player collides with the first one, we don't really care about the others (from what I can tell) and we save ourselves 999 iterations of the loop.






                    share|improve this answer























                    • Yes that worked, thank you!
                      – BenCompSci
                      Nov 21 at 20:08













                    up vote
                    1
                    down vote










                    up vote
                    1
                    down vote









                    I think you want to break out of the foreach loop once you determine you have collided with something. If you have 3 platforms, and you collide with the first, isColliding is true, but if it doesn't collide with the second platform, it will switch isColliding to false. In the end, whatever the intersection result of the last platform in the list is, is what isColliding's value will be.



                    So try putting 'break;' right after 'isColliding = true';



                    This is also an efficiency improvement because if you have 1,000 platforms and the player collides with the first one, we don't really care about the others (from what I can tell) and we save ourselves 999 iterations of the loop.






                    share|improve this answer














                    I think you want to break out of the foreach loop once you determine you have collided with something. If you have 3 platforms, and you collide with the first, isColliding is true, but if it doesn't collide with the second platform, it will switch isColliding to false. In the end, whatever the intersection result of the last platform in the list is, is what isColliding's value will be.



                    So try putting 'break;' right after 'isColliding = true';



                    This is also an efficiency improvement because if you have 1,000 platforms and the player collides with the first one, we don't really care about the others (from what I can tell) and we save ourselves 999 iterations of the loop.







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited Nov 21 at 20:09

























                    answered Nov 21 at 20:05









                    Ben Krueger

                    426517




                    426517












                    • Yes that worked, thank you!
                      – BenCompSci
                      Nov 21 at 20:08


















                    • Yes that worked, thank you!
                      – BenCompSci
                      Nov 21 at 20:08
















                    Yes that worked, thank you!
                    – BenCompSci
                    Nov 21 at 20:08




                    Yes that worked, thank you!
                    – BenCompSci
                    Nov 21 at 20:08


















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