public bool Collision_Detect() { Falling_Object ball = queue_Falling_obj.Peek(); Stat_Object box = arr_Stat_obj[ball.pos]; if ((box.y_coord) > (ball.y_coord + (ball.height))) { if (box.y_coord <= ball.y_coord + ball.height + 10 * ball.vel_y + 56 * ball.accln_y && box.y_coord > ball.y_coord + ball.height + 9 * ball.vel_y + 46 * ball.accln_y) { this.Add_Rand_Falling_Obj(); } return(false); } else { queue_Falling_obj.Dequeue(); if (box.type == ball.type) { score += 1; } else { //score -= (arr_Stat_obj[ball.pos].mass + ball.mass); //arr_Stat_obj[ball.pos].mass += ball.mass; } return(true); } }
public Board() { int i; queue_Falling_obj = new Queue <Falling_Object>(); arr_Stat_obj = new List <Stat_Object>(); for (i = 0; i < 6; i++) { Stat_Object temp = new Stat_Object(i, i); arr_Stat_obj.Add(temp); } queue_Falling_obj.Enqueue(new Falling_Object(3, 0.25, 0.1, 1)); score = 0; difficulty = GameConstant.diff_level; }