public Spaceman offsetSpaceMan(Spaceman s, int xOffset, int yOffset) { Spaceman result = new Spaceman(s.body, s.head, new Vector2((float)s.destRect.X, (float)s.destRect.Y), s.numFrames, s.frameNum, s.mirrorX); result.destRect.X += xOffset; result.destRect.Y += yOffset; return(result); }
public GunOverlay(Spaceman baseSprite, Texture2D angleUpTexture, Texture2D angleDownTexture, Texture2D flatTexture, Vector2 destCoords, int numFrames, int frameNum, int sizeMultiplier, bool mirrorX, Nullable <int> cycleStart) : base(flatTexture, destCoords, numFrames, frameNum, mirrorX) { this.baseSprite = baseSprite; this.angleUpTexture = angleUpTexture; this.angleDownTexture = angleDownTexture; this.flatTexture = flatTexture; }
public bool CheckMapCollision(Game1 game, int xOffset, int yOffset) { if (CollisionDetector.CheckMapCollision(xOffset, yOffset, this, game.worldMap[game.currentRoom])) { return(true); } if (game.worldMap[game.currentRoom].assets.Count > 0) { Spaceman offset = game.worldMap[game.currentRoom].assets[0].offsetSpaceMan(this, xOffset, yOffset); foreach (MapAsset asset in game.worldMap[game.currentRoom].assets) { if (CollisionDetector.RectCollisionDetect(asset, offset)) { return(true); } } } return(false); }
public static bool CheckMapCollision(int xOffset, int yOffset, Spaceman sprite, Map map) { Rectangle newRect = new Rectangle((int)(sprite.destRect.X + 1), (int)(sprite.destRect.Y + 1), sprite.spriteWidth - 2, sprite.spriteHeight - 1); return(MapCollisionDetect(sprite.spriteWidth - 2, sprite.spriteHeight - 1, OffsetRect(newRect, xOffset, yOffset), map)); }
public Projectile CreateProjectile(Spaceman origin, Vector2 mapCoords, double worldX, double worldY) { return(projectileData.CreateProjectile(origin.direction, origin, mapCoords, worldX, worldY, origin.GetMirrorX())); }