Example #1
0
        public void updateFuelCell()
        {
            if (fuelCellY < 472 && fuelCellLanded == false && pickedUpCell == false)
            {
                fuelCellY++;
                if (fuelCellY >= 472)
                {
                    fuelCellLanded = true;
                }
            }
            //Intersect with ledges
            if (fuelCellRect.Intersects(Ledge1BoundingRect) ||
                fuelCellRect.Intersects(Ledge2BoundingRect) ||
                fuelCellRect.Intersects(Ledge3BoundingRect))
            {
                fuelCellY     -= 1;
                fuelCellLanded = true;
            }

            if (ManBoundingRect.Intersects(fuelCellRect) && fuelCellLanded == true)
            {
                pickedUpCell = true;
            }

            if (pickedUpCell == true && fuelCellX != 430)
            {
                fuelCellX = JetPac.x;
                fuelCellY = JetPac.y + 20;
            }
            if (fuelCellX == 430 && fuelCellY < 472)
            {
                fuelCellY++;
                if (fuelCellY >= 472)
                {
                    JetPac.fuelLevel += 25;
                    fuelCellX         = rand.Next(30, 770);
                    fuelCellY         = -30;
                    if (JetPac.fuelLevel < 100)
                    {
                        fuelCellLanded = false;
                    }
                    else
                    {
                        JetPac.fullTank = true;
                    }
                    pickedUpCell = false;
                }
            }
        }
Example #2
0
        public void collide()
        {
            // Check if meteor hits ledges
            if (MeteorRect.Intersects(ledge1Rect) == true ||
                MeteorRect.Intersects(ledge2Rect) == true ||
                MeteorRect.Intersects(ledge3Rect) == true)
            {
                JetPac.explosionX     = MeteorX;
                JetPac.explosionY     = MeteorY;
                MeteorX               = rand.Next(800, 1200);
                MeteorY               = rand.Next(50, 400);
                JetPac.explosionFrame = 0;
                JetPac.explode        = true;
            }

            // Check if player hits meteor
            if (ManBoundingRect.Intersects(MeteorRect) == true)
            {
                JetPac.lives--;
                JetPac.x = 200;
                JetPac.y = 360;
                MeteorY  = rand.Next(50, 400);
                MeteorX  = rand.Next(800, 1200);
                JetPac.died.Play();
                if (JetPac.lives == 0)
                {
                    JetPac.gameOn = false;
                }
            }

            KeyboardState keyboard = Keyboard.GetState();

            foreach (Bullet b in JetPac.fireRight)
            {
                if (b.bulletRightRect.Intersects(MeteorRect) == true)
                {
                    JetPac.deleteFireRight.Add(b);
                    JetPac.explosionX     = MeteorX;
                    JetPac.explosionY     = MeteorY;
                    MeteorX               = rand.Next(800, 1200);
                    MeteorY               = rand.Next(50, 400);
                    JetPac.explosionFrame = 0;
                    JetPac.explode        = true;
                    JetPac.score         += 10;
                    JetPac.collision      = true;
                    JetPac.hit.Play();
                }
            }

            foreach (BulletLeft b in JetPac.fireLeft)
            {
                if (b.bulletLeftRect.Intersects(MeteorRect) == true)
                {
                    JetPac.explosionX     = MeteorX;
                    JetPac.explosionY     = MeteorY;
                    MeteorX               = rand.Next(800, 1200);
                    MeteorY               = rand.Next(50, 400);
                    JetPac.explosionFrame = 0;
                    JetPac.explode        = true;
                    JetPac.score         += 10;
                    JetPac.collision      = true;
                    JetPac.hit.Play();
                }
            }
        }