Esempio n. 1
0
        private void collide(GameTime gameTime)
        {
            ennemiesCollision();

            shieldCollision();

            obstaclesCollision();

            if (!lvlOver && Engine2D.testCollision(who, tardis.tardisBbox))
            {
                who.enterTardis();
                tardis.dematerialise(gameTime);
                this.timer   = 0f;
                this.lvlOver = true;
            }
        }
Esempio n. 2
0
 private void obstaclesCollision()
 {
     foreach (Obstacle obs in obstacles)
     {
         if (Engine2D.testCollision(who, obs.Bbox))
         {
             who.State    = Status.BLOCKED;
             who.Velocity = new Vector2(0, who.Velocity.Y);
             Vector2 bounce    = who.Position;
             Vector2 backSlide = new Vector2(-0.1f, 0);
             while (who.Position.X > bounce.X - 2)
             {
                 who.Position += backSlide;
             }
         }
         else
         {
             who.State = Status.FREE;
         }
     }
 }
Esempio n. 3
0
 private void ennemiesCollision()
 {
     foreach (Foe baddy in baddies)
     {
         if (Engine2D.testCollision(who, baddy.Bbox))
         {
             Exit();
         }
         if (baddy is Cyberman)
         {
             if (Engine2D.testSonicAttack(who.SonicBbox, baddy.Bbox))
             {
                 baddy.kill();
             }
             if (Engine2D.testCollision(baddy, this.tardis.shieldBbox))
             {
                 baddy.kill();
             }
         }
         else if (baddy is Dalek)
         {
             if (Engine2D.testLaserAttack(who.Bbox, (Dalek)baddy) && who.DoctorMouvement != Mouvement.GLISSADE)
             {
                 Exit();
                 who.State = Status.DEAD;
             }
         }
         else if (baddy is WeepingAngel)
         {
             if (Engine2D.testCollision(baddy, this.tardis.shieldBbox))
             {
                 baddy.State = Status.BLOCKED;
             }
         }
     }
 }