public static void CrMon(CrMod CM, bool del) { MouseState ms = Mouse.GetState(); float x = CM.CrV.X + (-WinWIDTH / 2) + ms.X; float y = CM.CrV.Y + (-WinHEIGHT / 2) + ms.Y; Rectangle R = new Rectangle((int)x, (int)y, width, height); bool isInter = false; Monster m = new Monster(Vector2.Zero); bool fl = false; foreach (Monster en in enemies) { if (R.Intersects(en.rec)) { isInter = true; if (del == true && en.rec.Contains(new Vector2(ms.X, ms.Y) + CM.CrV - new Vector2(WinWIDTH / 2, WinHEIGHT / 2))) { fl = true; m = en; break; } } } if (!isInter) { Monster mon = new Monster(new Vector2(x, y)); enemies.Add(mon); } else if (del && fl) { enemies.Remove(m); } }
/// <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 map = new Map(); map.MapGener(70, 70); camera = new Camera(GraphicsDevice.Viewport); WinWIDTH = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; WinHEIGHT = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; // CellWIDTH = WinWIDTH / NumCellWIDTH; // CellHEIGHT = WinHEIGHT / NumCellHEIGHT; CellWIDTH = 60; CellHEIGHT = 60; CM = new CrMod(); MonsteR = Content.Load <Texture2D>("monster"); enemies = new List <Monster>(); graphics.PreferredBackBufferWidth = WinWIDTH; graphics.PreferredBackBufferHeight = WinHEIGHT; Window.Position = new Point(0, 0); //graphics.IsFullScreen = true; graphics.ApplyChanges(); IsMouseVisible = true; base.Initialize(); }