Gondwana Game Engine
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, mobile, and web platforms using SkiaSharp for graphics and NAudio for sound.
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Gondwana.Collisions Namespace Reference

Classes

struct  Aabb
 Represents an axis-aligned bounding box (AABB) defined by its minimum and maximum coordinates along the X and Y axes. This is the collision area of a Gondwana.Drawing.Tile.". More...
class  ColliderRegistry
 Manages registration and querying of colliders, separating them into static and dynamic collections for efficient collision detection. More...
struct  CollisionDetectionAdjustment
 Pixel adjustments applied to a Tile's DrawLocation to produce its collision box. Positive values shrink/expand the collision rect relative to the visual rect. More...
class  CollisionDirectionHelper
 planned for future use
class  CollisionGroupRegistry
 Manages collision group definitions and provides bitwise mask values for collision filtering. Groups are represented as bit flags to allow efficient collision detection using bitwise operations. More...
class  CollisionMasks
 Provides predefined collision mask constants for common collision filtering scenarios.
class  CollisionResolver
 Simple collision resolution for dynamic colliders against colliders in the registry.
struct  CollisionResult
 planned for future use More...
interface  ICollider
 World-space axis-aligned collider used by the collision system. More...
interface  ICollisionEntity
 Represents an entity that participates in the collision system and has a defined collision area. More...
interface  ICollisionMovableEntity
 Represents a collision entity that can be moved or repositioned in response to collision resolution. More...

Enumerations

enum  CollisionDirectionFrom {
  N , NE , E , SE ,
  S , SW , W , NW ,
  Center
}
 planned for future use More...
enum  CollisionResponseType { Solid , Trigger }
 Defines how a collider responds to collisions with other colliders. More...

Enumeration Type Documentation

◆ CollisionDirectionFrom

planned for future use

Enumerator
NE 
SE 
SW 
NW 
Center 

◆ CollisionResponseType

Defines how a collider responds to collisions with other colliders.

Enumerator
Solid 

Solid collision response that pushes out overlapping colliders and blocks movement.

Trigger 

Trigger collision response that reports overlaps without applying push-out or blocking movement.