void CollisionsWithCollectables(GameTime gameTime) { Rectangle playerRect = new Rectangle((int)player.playerOffsetPosition.X, (int)player.playerOffsetPosition.Y, player.playerTexture.Width, player.playerTexture.Height); for (int i = collectables.Count - 1; i >= 0; i--) { Rectangle collectRect = new Rectangle((int)(collectables[i].collectOffsetPosition.X), (int)(collectables[i].collectOffsetPosition.Y), collectables[i].collectTexture.Width, collectables[i].collectTexture.Height); if (Rectangle.Intersect(playerRect, collectRect) != Rectangle.Empty) { //figure out what this does for our player switch (collectables[i].collectType) { case Collectable.CollectType.BIKE: speedTimer = new Timer(0, 10); highSpeed = true; break; case Collectable.CollectType.HPLGE: player.UpdateHealth(50, true); break; case Collectable.CollectType.HPSML: player.UpdateHealth(20, true); break; case Collectable.CollectType.WIFI: player.playerWifi += 1; break; default: //assume points! player.playerScore += 25; break; } collectables.RemoveAt(i); break; } } }
public void ResetGameValues() { //basics TimerBegin = 0; highSpeed = false; //background background = new Background(backTexture, backEndTexture, new Vector2(0, 0), secondsToComplete, scrollSpeed); //player player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), WifiNeeded); LostFromWifi = false; //collectables, enemies, obstacles enemies = new List<Enemy>(); obstacles = new List<Obstacle>(); collectables = new List<Collectable>(); collectableSpawns = new List<CollectableSpawnDetail>(); enemyspawntime = 5.0f; enemyspawncooldown = 0.0f; obstaclespawntime = 12.0f; obstaclespawncooldown = 0.0f; AddSpawnCollectables(Collectable.CollectType.WIFI, collectWifiSpawnCount); AddSpawnCollectables(Collectable.CollectType.POINTS, collectPointsSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPSML, collectHPSmlSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPLGE, collectHPLgeSpawnCount); AddSpawnCollectables(Collectable.CollectType.BIKE, collectBikeSpawnCount); //============================================================= //Timer speedTimer = new Timer(0, 0); //create a speed timer but don't leave it active speedTimer.TimerEnd = true; //============================================================= }