Example #1
0
        //collision detection for enemies and players
        public void Collision()
        {
            Point2D playerpt = SwinGame.PointAt(_player.X, _player.Y);

            _shadowplayer.Center = playerpt;
            _shadowplayer.Radius = _player.Size;



            List <Enemy> toRemove = new List <Enemy> ();

            foreach (Enemy e in _enemies)
            {
                Point2D enemypt = SwinGame.PointAt(e.X, e.Y);
                _shadowenemy.Center = enemypt;
                _shadowenemy.Radius = e.Size;



                if (SwinGame.BitmapCollision(_player.Sprite, _player.X, _player.Y, e.Sprite, e.X, e.Y) == true)
                {
                    //if (SwinGame.CircleCircleCollision (_shadowplayer, _shadowenemy) == true) {
                    if (_player.Size > e.Size)
                    {
                        _player.Size += e.Size;
                        _tempScore   += e.Size;
                        toRemove.Add(e);
                    }
                    else if (e.Size > _player.Size)
                    {
                        gameover = 1;
                    }
                    if ((e.X < -20) || (820 < e.X))
                    {
                        toRemove.Add(e);
                    }
                }
            }
            foreach (Enemy e in toRemove)
            {
                _enemies.Remove(e);
            }

            _score = _tempScore;
        }
Example #2
0
 public bool IsAt(GameObject gb)
 {
     return(SwinGame.BitmapCollision(gb.ObjectBitmap(), gb.Location, ObjectBitmap(), Location));
 }
Example #3
0
 /// <summary>
 /// This checks if any of the laser shots have collided with an enemy.
 /// </summary>
 /// <param name="w">Is a single instance of a laser shot</param>
 /// <param name="e">Is a single instance of an enemy</param>
 /// <returns>True if the two object collide.</returns>
 public bool WeaponHitEnemy(WeaponInstance w, IEnemy e)
 {
     return(SwinGame.BitmapCollision(w.Type, w.X, w.Y, e.Type, e.X, e.Y));
 }
Example #4
0
 /// <summary>
 /// This checks to see if any individual enemy and the player have collided.
 /// </summary>
 /// <param name="p">Is the player</param>
 /// <param name="e">Is the enemy, taken from a list of enemies.</param>
 /// <returns>True if the collision has occured</returns>
 public bool EnemyHitShip(Player p, IEnemy e)
 {
     return(SwinGame.BitmapCollision(e.Type, e.X, e.Y, p.Type, p.XShip, p.YShip));
 }
Example #5
0
 // Check if Fire hits enemy
 public bool EnemyHitFire(Enemy enemy, Fire fire)
 {
     return(SwinGame.BitmapCollision(enemy.Bitmap, enemy.X, enemy.Y, fire.Bitmap, fire.X, fire.Y));
 }
Example #6
0
 // Check if Enemy hits dog
 public bool EnemyHitDog(Enemy enemy, Dog dog)
 {
     return(SwinGame.BitmapCollision(enemy.Bitmap, enemy.X, enemy.Y, dog.Bitmap, dog.X, dog.Y));
 }