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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Gondwana.Physics.Collisions.ICollider Interface Reference

World-space axis-aligned collider used by the collision system. More...

Inheritance diagram for Gondwana.Physics.Collisions.ICollider:
Gondwana.Drawing.Collisions.TileCollider

Properties

Aabb BoundsWorldPx [get]
 World-space AABB in scene world pixels.
ICollisionEntity Owner [get]
 Back-reference to owning object (Sprite, SceneLayerTile, etc.).
bool IsStatic [get]
 True for static, non-moving colliders (walls, tiles, etc.). False for dynamic objects (player, NPCs, projectiles).
int CollisionGroup [get, set]
 Bitmask identifying what this collider is (e.g., Player = 1, World = 2, Enemy = 4, etc.).
int CollidesWith [get, set]
 Bitmask of what this collider collides with.
CollisionResponseType ResponseType [get, set]
 Gets or sets how this collider responds to collisions (Solid blocks movement, Trigger reports only).

Detailed Description

World-space axis-aligned collider used by the collision system.

Definition at line 6 of file ICollider.cs.

Property Documentation

◆ BoundsWorldPx

Aabb Gondwana.Physics.Collisions.ICollider.BoundsWorldPx
get

World-space AABB in scene world pixels.

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 9 of file ICollider.cs.

◆ CollidesWith

int Gondwana.Physics.Collisions.ICollider.CollidesWith
getset

Bitmask of what this collider collides with.

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 24 of file ICollider.cs.

◆ CollisionGroup

int Gondwana.Physics.Collisions.ICollider.CollisionGroup
getset

Bitmask identifying what this collider is (e.g., Player = 1, World = 2, Enemy = 4, etc.).

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 21 of file ICollider.cs.

◆ IsStatic

bool Gondwana.Physics.Collisions.ICollider.IsStatic
get

True for static, non-moving colliders (walls, tiles, etc.). False for dynamic objects (player, NPCs, projectiles).

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 18 of file ICollider.cs.

◆ Owner

ICollisionEntity Gondwana.Physics.Collisions.ICollider.Owner
get

Back-reference to owning object (Sprite, SceneLayerTile, etc.).

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 12 of file ICollider.cs.

◆ ResponseType

CollisionResponseType Gondwana.Physics.Collisions.ICollider.ResponseType
getset

Gets or sets how this collider responds to collisions (Solid blocks movement, Trigger reports only).

Implemented in Gondwana.Drawing.Collisions.TileCollider.

Definition at line 29 of file ICollider.cs.