public Wilderness(IServiceProvider service, Rectangle window) { mManger = new ContentManager(service, "Content"); LoadWilderness(); player = new Spaceship(new Vector2(356.0f, 429.0f), this, "Player"); mWindow = window; }
/// <summary> /// /// </summary> /// <returns></returns> private void CheckforChangeinWilderness(Spaceship player) { //I need to find a better way to do this logic if (player.LocalBounds.Intersects(this.mWindow)) { return; } else { if (player.LocalBounds.Right >= 600) { direction = Directions.East; } else if (player.LocalBounds.Bottom >= 480) { direction = Directions.South; } else if (player.LocalBounds.Top <= 0) { direction = Directions.North; } else if (player.LocalBounds.Left <= 0) { direction = Directions.West; } } }
public void Update(GameTime time, MouseState state) { Spaceship player; foreach (GameObject obj in mObjects) { if (CheckForCollision(obj)) { //just take it out :) //mObjects.Remove(obj); } //If its an enemy, then we tell him to figure out his next position if (obj.Name == "Enemy") { Enemy enemy = (Enemy)obj; enemy.ReactToGameObjects(mObjects); } obj.Update(time, state); if (obj.Name == "Player") { //Get the player so we can check for a change in the wilderness player = (Spaceship)obj; CheckforChangeinWilderness(player); } } //I've updated the other stuff //CheckforChangeinWilderness(); //player.Update(time, state); }