public new bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { if (tileIndex > 5 && tileIndex < 15) { laserOn = true; } else { laserOn = false; } Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 laserBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref laserBounds); //Get all of the maze bounds laserBounds.Max = laserBounds.Max - 15.0f; laserBounds.Min = laserBounds.Min + 15.0f; if (playerBounds.Overlaps(laserBounds) && laserOn) { return(true); } return(false); }
public bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { if (collected == false) { Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 spriteBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref spriteBounds); //Get all of the maze bounds if (playerBounds.Overlaps(spriteBounds)) { return(true); } } return(false); }
public bool HasCollidedWith(SpriteUV sprite) { //beam1 bounds Bounds2 beam1 = spinSprite[0].GetlContentLocalBounds(); spinSprite[0].GetContentWorldBounds(ref beam1); //beam2 bounds Bounds2 beam2 = spinSprite[1].GetlContentLocalBounds(); spinSprite[1].GetContentWorldBounds(ref beam2); //beam3 bounds Bounds2 beam3 = spinSprite[2].GetlContentLocalBounds(); spinSprite[2].GetContentWorldBounds(ref beam3); //player bounds Bounds2 player = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref player); if (player.Overlaps(beam1)) { return(true); } if (player.Overlaps(beam2)) { return(true); } if (player.Overlaps(beam3)) { return(true); } else { return(false); } }
public new bool HasCollidedWithPlayer(SpriteUV player) //Check if the a sprite has hit a part of the maze { Bounds2 playerBounds = player.GetlContentLocalBounds(); player.GetContentWorldBounds(ref playerBounds); //Get sprite bounds (player bounds) Bounds2 holeBounds = sprite.GetlContentLocalBounds(); sprite.GetContentWorldBounds(ref holeBounds); //Get all of the maze bounds holeBounds.Max = holeBounds.Max - 15.0f; holeBounds.Min = holeBounds.Min + 15.0f; if (playerBounds.Overlaps(holeBounds)) { return(true); } return(false); }
public bool checkSides(Bounds2 player, SpriteUV sprite2, int gravity) //ComparrightRotation = false;es 2 sprites to see is the left or right side has intersected { Bounds2 mazeTile = sprite2.GetlContentLocalBounds(); sprite2.GetContentWorldBounds(ref mazeTile); if (gravity == 1) //Down { if (((player.Point01.X < mazeTile.Point11.X) || (player.Point11.X > mazeTile.Point01.X))) { //If the left side of the player is past the right side of the tile and vica versa if ((player.Point01.Y) < mazeTile.Point01.Y) //If the tile is above the player { return(true); } else { return(false); } } else { return(false); } } else if (gravity == 2) // Right { if (((player.Point10.Y < mazeTile.Point11.Y) || (player.Point10.Y > mazeTile.Point11.Y))) { //If the left side of the player is past the right side of the tile and vica versa if ((player.Point00.X) > mazeTile.Point00.X) //If the tile is above the player { return(true); } else { return(false); } } else { return(false); } } else if (gravity == 3) // Up { //if (((player.Point10.X < mazeTile.Point00.X) || (player.Point00.X > mazeTile.Point10.X))) if (((player.Point01.X < mazeTile.Point11.X) || (player.Point11.X > mazeTile.Point01.X))) { //If the left side of the player is past the right side of the tile and vica versa if ((player.Point10.Y) > mazeTile.Point10.Y) //If the tile is above the player { return(true); } else { return(false); } } else { return(false); } } else if (gravity == 4) // Left { if (((player.Point10.Y < mazeTile.Point11.Y) || (player.Point10.Y > mazeTile.Point11.Y))) { //If the left side of the player is past the right side of the tile and vica versa if ((player.Point11.X) < mazeTile.Point11.X) //If the tile is above the player { return(true); } else { return(false); } } else { return(false); } } else { return(false); } }