public void Compare(Raccoon other) { if (this.near(other, 30f)) { tooClose += 1; totTooClosePos += other.Position; } }
public bool near(Raccoon them, float distance) { Vector2 myPos; Vector2 theirPos; myPos = this.Position; theirPos = them.Position; //float distance = 100; float collider = (float)Math.Sqrt((theirPos.X - myPos.X) * (theirPos.X - myPos.X) + (theirPos.Y - myPos.Y) * (theirPos.Y - myPos.Y)); if (collider <= distance) { return(true); } else { return(false); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //load sounds musicBG = Content.Load <SoundEffect>("banjo_backgroundmusic"); chitter = Content.Load <SoundEffect>("raccoon_chitter_sfc"); //load images Raccoon1 = Content.Load <Texture2D>("images/raccoon01"); Grass1 = Content.Load <Texture2D>("images/Grass1"); foodTruck = Content.Load <Texture2D>("images/snackcart_90"); Fence1 = Content.Load <Texture2D>("images/fence1"); pivotCirc = Content.Load <Texture2D>("images/pivotCirc"); winScreen = Content.Load <Texture2D>("images/winscreen"); loseScreen = Content.Load <Texture2D>("images/losescreen"); //setgfx bookkeeping rand = new Random((int)DateTime.Now.Ticks); spriteBatch = new SpriteBatch(GraphicsDevice); screenWidth = (float)(Window.ClientBounds.Width); screenHeight = (float)(Window.ClientBounds.Height); grabRacc = false; //instantiate various game objects maxRaccoon = 10; maxFence = 1; gameState = 0; deterent = 1; elapsedTime = 0; eTime = 0; roundTime = 60; fenceALoc.X = (screenWidth / 2); fenceALoc.Y = (screenHeight / 2); snackLoc.X = 0; snackLoc.Y = (screenHeight / 2) - (foodTruck.Height / 2); raccoonArray = new Raccoon[maxRaccoon]; snackcart = new Snackcart(this, snackLoc.X, snackLoc.Y); fenceArray = new Fence[maxFence]; //gamemode snackCount = 100; //fenceA = new Fence(this, fenceALoc.X, fenceALoc.Y); //adds to drawable Components.Add(snackcart); for (int i = 0; i < maxRaccoon; i++) { raccoonArray[i] = new Raccoon(this, 600, 200); Components.Add(raccoonArray[i]);//adds to drawable } for (int i = 0; i < maxFence; i++) { fenceArray[i] = new Fence(this, fenceALoc.X, fenceALoc.Y + i * 30); Components.Add(fenceArray[i]); } base.Initialize(); }