How can I get the Rock to Fall upon the player colliding with the trigger box BELOW the rock











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protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);

player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);

if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;

player.velocity *= 0.9f; // friction

if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}

// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;

MovePlayer(dt);

foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}

if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}

if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}


So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.










share|improve this question




















  • 1




    It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
    – BJ Myers
    Nov 12 at 2:43












  • Oh sorry, its XNA
    – Liam Flanagan
    Nov 12 at 4:13










  • I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
    – Steven
    Nov 12 at 15:37












  • The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
    – Liam Flanagan
    Nov 13 at 13:18















up vote
0
down vote

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protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);

player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);

if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;

player.velocity *= 0.9f; // friction

if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}

// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;

MovePlayer(dt);

foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}

if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}

if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}


So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.










share|improve this question




















  • 1




    It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
    – BJ Myers
    Nov 12 at 2:43












  • Oh sorry, its XNA
    – Liam Flanagan
    Nov 12 at 4:13










  • I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
    – Steven
    Nov 12 at 15:37












  • The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
    – Liam Flanagan
    Nov 13 at 13:18













up vote
0
down vote

favorite









up vote
0
down vote

favorite











protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);

player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);

if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;

player.velocity *= 0.9f; // friction

if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}

// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;

MovePlayer(dt);

foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}

if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}

if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}


So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.










share|improve this question















protected override void Update(GameTime gameTime)
{
int dt = gameTime.ElapsedGameTime.Milliseconds;
base.Update(gameTime);

player.storedPos = player.position;
Vector3 storedAcc = acceleration;
acceleration = new Vector3(0, 0, 0);

if (Keyboard.GetState().IsKeyDown(Keys.Left)) player.rotation.Y += 0.1f;
if (Keyboard.GetState().IsKeyDown(Keys.Right)) player.rotation.Y -= 0.1f;

player.velocity *= 0.9f; // friction

if (Keyboard.GetState().IsKeyDown(Keys.Up))
{
acceleration.X = (float)Math.Sin(player.rotation.Y) * 0.001f;
acceleration.Z = (float)Math.Cos(player.rotation.Y) * 0.001f;
}

// camera follow
gamecam.position = new Vector3(50, 50, 50) + player.position;
gamecam.target = player.position;

MovePlayer(dt);

foreach (basicCuboid WallSegment in walls)
{
if (player.hitBox.Intersects(WallSegment.collisionbox))
{
ElasticCollision(WallSegment);
}
}
if (player.hitBox.Intersects(door.collisionbox))
{
ElasticCollision(door);
}

if (player.hitBox.Intersects(TriggerBoxRockFall) && !rockFalling)
{
rockFalling = true;
rock.velocity = new Vector3(0, 0.2f, 0);
}

if (rockFalling)
{
Vector3 gravity = new Vector3(0, -0.01f, 0);
}


So this is the code I have so far, I am unsure about how to make the rock actually fall though. What am I missing or have I typed something in wrong? I need the rock to fall upon the player colliding with a trigger box below the rock.







c# xna






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 12 at 4:13

























asked Nov 12 at 0:19









Liam Flanagan

135




135








  • 1




    It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
    – BJ Myers
    Nov 12 at 2:43












  • Oh sorry, its XNA
    – Liam Flanagan
    Nov 12 at 4:13










  • I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
    – Steven
    Nov 12 at 15:37












  • The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
    – Liam Flanagan
    Nov 13 at 13:18














  • 1




    It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
    – BJ Myers
    Nov 12 at 2:43












  • Oh sorry, its XNA
    – Liam Flanagan
    Nov 12 at 4:13










  • I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
    – Steven
    Nov 12 at 15:37












  • The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
    – Liam Flanagan
    Nov 13 at 13:18








1




1




It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43






It appears you are using a game framework of some kind. Please add this as a tag to your question. Otherwise this question will be very difficult to answer.
– BJ Myers
Nov 12 at 2:43














Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13




Oh sorry, its XNA
– Liam Flanagan
Nov 12 at 4:13












I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37






I need a little more information to understand what you're trying, perhaps a screenshot to have a visual idea what you meant. For example I'm not sure if the 'trigger box' is a pressure plate/button, or a square box to intersect with. Does the box needs to be inside, or just on top of it?
– Steven
Nov 12 at 15:37














The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18




The trigger box is a square box the player will intersect with, the player just has to touch the box. The box is below the rock.
– Liam Flanagan
Nov 13 at 13:18

















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