The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is calculated. The smaller of the depth values X and Y is used to fix the position of the user so it no longer collides with the tile. But if the user was travelling diagonally could this result in the user not ending up in precisely the point where the character would first collide with the tile?
I'm probably wrong but that's just the way I see it.
private void HandleCollisions()
{
// Get the player's bounding rectangle and find neighboring tiles.
Rectangle bounds = BoundingRectangle;
int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width);
int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1;
int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height);
int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1;
// Reset flag to search for ground collision.
isOnGround = false;
// For each potentially colliding tile,
for (int y = topTile; y <= bottomTile; ++y)
{
for (int x = leftTile; x <= rightTile; ++x)
{
// If this tile is collidable,
TileCollision collision = Level.GetCollision(x, y);
if (collision != TileCollision.Passable)
{
// Determine collision depth (with direction) and magnitude.
Rectangle tileBounds = Level.GetBounds(x, y);
Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds);
if (depth != Vector2.Zero)
{
float absDepthX = Math.Abs(depth.X);
float absDepthY = Math.Abs(depth.Y);
// Resolve the collision along the shallow axis.
if (absDepthY < absDepthX || collision == TileCollision.Platform)
{
// If we crossed the top of a tile, we are on the ground.
if (previousBottom <= tileBounds.Top)
isOnGround = true;
// Ignore platforms, unless we are on the ground.
if (collision == TileCollision.Impassable || IsOnGround)
{
// Resolve the collision along the Y axis.
Position = new Vector2(Position.X, Position.Y + depth.Y);
// Perform further collisions with the new bounds.
bounds = BoundingRectangle;
}
}
else if (collision == TileCollision.Impassable) // Ignore platforms.
{
// Resolve the collision along the X axis.
Position = new Vector2(Position.X + depth.X, Position.Y);
// Perform further collisions with the new bounds.
bounds = BoundingRectangle;
}
}
}
}
}
// Save the new bounds bottom.
previousBottom = bounds.Bottom;
}