public BarManager(Game game) : base(game) { TriangleBar temp = new TriangleBar(this.Game, new Vector2[2] { new Vector2(0, -1 / 3), new Vector2(1 / 3, 0) } ); bars.Add(temp); }
public BarCollisionResult CheckCollision(Beat beat, int barID) { TriangleBar barToCheck = bars[barID]; if (barToCheck.Intersects(beat.LocationRect)) { if (beat.State == barToCheck.BarState) { return(BarCollisionResult.RightSide); } return(BarCollisionResult.WrongSide); } return(BarCollisionResult.NoCollision); }
public BarManager(Game game, Vector2[] basisVectors, int numBars) : base(game) { for (int i = 0; i < numBars; i++) { Vector2 LeftPos = basisVectors[0] + ( -basisVectors[1] + i * ((2 * basisVectors[1]) / numBars) ); Vector2[] positions = new Vector2[3] { new Vector2(0, 0), LeftPos, LeftPos + ((2 * basisVectors[1]) / numBars) }; TriangleBar temp = new TriangleBar(this.Game, positions); temp.BarState = GetStateFromInt(i % BarSideCount); bars.Add(temp); } }