public virtual bool Collision(ObjectBase obj)
 {
     if (!obj.active) return false;
     if (!this.active) return false;
     if (!TagCheck(obj.tag)) return false;
     float col = MyMath.Collision(new Point(obj.px, obj.py), new Point(px, py), new Point(obj.vx, obj.vy), new Point(vx, vy), obj.length * obj.scale + length * scale);
     return CollsionEnter(col, obj.tag);
 }
 public void Shoot(ObjectBase obj, Point vector)
 {
     shoot[sIndex] = obj;
     shoot[sIndex].setPosition(px, py);
     shoot[sIndex].vx = (float)vector.X;
     shoot[sIndex].vy = (float)vector.Y;
     sIndex = (sIndex + 1) % shoot.Length;
 }