Exemple #1
0
        public bool AstroidBulletCollisionDetection(Bullet bullet, Astroid astroid)
        {
            float bulletMinY = bullet.position.Y;
            float bulletMaxY = (bullet.position.Y + bullet.texture.Bounds.Height);

            float bulletMinX = bullet.position.X;
            float bulletMaxX = (bullet.position.X + bullet.texture.Bounds.Width);

            float astroidMinX = astroid.position.X;
            float astroidMaxX = (astroid.position.X + astroid.texture.Bounds.Width);

            float astroidMinY = astroid.position.Y;
            float astroidMaxY = (astroid.position.Y + astroid.texture.Bounds.Height);

            if (astroidMinX < bulletMinX && astroidMaxX > bulletMinX && astroidMinX < bulletMaxX && astroidMaxX > bulletMaxX)
            {
                if (astroidMinY < bulletMinY && astroidMaxY > bulletMinY && astroidMinY < bulletMaxY && astroidMaxY > bulletMaxY)
                {
                    astroid.health--;
                    if (astroid.health < 1)
                        bullet.shotBy.score += 500;

                    return true;
                }
            }
            return false;
        }
Exemple #2
0
        public bool AstroidPlayerCollisionDetection(Astroid astroid)
        {
            foreach (Player player in Players)
            {
                float playerMinX = player.position.X;
                float playerMaxX = (player.position.X + player.texture.Bounds.Width);

                float playerMinY = player.position.Y;
                float playerMaxY = (player.position.Y + player.texture.Bounds.Height);

                float astroidMinX = astroid.position.X;
                float astroidMaxX = (astroid.position.X + astroid.texture.Bounds.Width);

                float astroidMinY = astroid.position.Y;
                float astroidMaxY = (astroid.position.Y + astroid.texture.Bounds.Height);

                float middroidX = (astroidMinX + ((astroidMaxX - astroidMinX) / 2));
                float middroidY = (astroidMinY + ((astroidMaxY - astroidMinY) / 2));

                if (middroidX > playerMinX && middroidX < playerMaxX)
                {
                    if (middroidY > playerMinY && middroidY < playerMaxY)
                    {
                        player.health.amount--;
                        astroid.health = 0;
                        return true;
                    }
                }
            }
            return false;
        }