Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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ICollider.cs
2
6public interface ICollider
7{
10
13
18 bool IsStatic { get; }
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21 int CollisionGroup { get; set; }
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24 int CollidesWith { get; set; }
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30}
World-space axis-aligned collider used by the collision system.
Definition ICollider.cs:7
int CollidesWith
Bitmask of what this collider collides with.
Definition ICollider.cs:24
Aabb BoundsWorldPx
World-space AABB in scene world pixels.
Definition ICollider.cs:9
int CollisionGroup
Bitmask identifying what this collider is (e.g., Player = 1, World = 2, Enemy = 4,...
Definition ICollider.cs:21
ICollisionEntity Owner
Back-reference to owning object (Sprite, SceneLayerTile, etc.).
Definition ICollider.cs:12
CollisionResponseType ResponseType
Gets or sets how this collider responds to collisions (Solid blocks movement, Trigger reports only).
Definition ICollider.cs:29
bool IsStatic
True for static, non-moving colliders (walls, tiles, etc.). False for dynamic objects (player,...
Definition ICollider.cs:18
Represents an entity that participates in the collision system and has a defined collision area.
CollisionResponseType
Defines how a collider responds to collisions with other colliders.
Represents an axis-aligned bounding box (AABB) defined by its minimum and maximum coordinates along t...
Definition Aabb.cs:10