Exemple #1
0
 public Level()
 {
     mBoxer = new Boxer(CUtil.ResourcePool);
     mBoxer.Scale = 0.5f;
     mBadGuyManager = new BadGuyManager(1000);
     mBackground = new Background(CUtil.ResourcePool);
     mTerrain = new Terrain(CUtil.ResourcePool.Terrain1);
     mVisualEffectManager = new VisualEffectManager();
 }
        public static void CheckJabAgainstBadGuys(Boxer boxer)
        {
            foreach (BadGuy badguy in CUtil.CurrentLevel.BadGuyManager.BadGuys)
            {
                //if (RectA.X1 < RectB.X2 &&
                //    RectA.X2 > RectB.X1 &&
                //    RectA.Y1 < RectB.Y2 &&
                //    RectA.Y2 > RectB.Y1)
                if (
                    boxer.Position.X - boxer.BoundingBox.Width / 2 < badguy.Position.X + badguy.BoundingBox.Width / 2 &&
                    boxer.Position.X + boxer.BoundingBox.Width / 2 > badguy.Position.X - badguy.BoundingBox.Width / 2 &&

                    boxer.Position.Y - boxer.BoundingBox.Height / 2 < badguy.Position.Y + badguy.BoundingBox.Height / 2 &&
                    boxer.Position.Y + boxer.BoundingBox.Height / 2 > badguy.Position.Y - badguy.BoundingBox.Height / 2)
                {
                    badguy.Die();
                }
            }
        }
        public static void CheckBoxerAgainstRockets(Boxer boxer)
        {
            foreach (Projectile proj in CUtil.CurrentLevel.BadGuyManager.Projectiles)
            {
                if (
                    boxer.Position.X - boxer.BoundingBox.Width / 2 < proj.Position.X + proj.BoundingBox.Width / 2 &&
                    boxer.Position.X + boxer.BoundingBox.Width / 2 > proj.Position.X - proj.BoundingBox.Width / 2 &&

                    boxer.Position.Y - boxer.BoundingBox.Height / 2 < proj.Position.Y + proj.BoundingBox.Height / 2 &&
                    boxer.Position.Y + boxer.BoundingBox.Height / 2 > proj.Position.Y - proj.BoundingBox.Height / 2
                )
                {
                    if (boxer.CurrentState == Boxer.State.DuckAndCovering)
                    {
                        proj.Die();
                    }
                    else
                    {
                        proj.Explode();
                    }
                }
            }
        }