public bool IsCollisionPossible(GunBullet bullet, GamePhysicalObject gamePhysicalObject) { if (gamePhysicalObject is MovableGameObject) { return(IsCollisionPossible(bullet, (MovableGameObject)gamePhysicalObject)); } return(IsCollisionPossible(bullet, (NotMovableGameObject)gamePhysicalObject)); }
public List <GamePhysicalObject> GetAllGamePhysicalObjects(GamePhysicalObject excludeObject = null) { var result = new List <GamePhysicalObject>() { Player1, Player2 }; result.AddRange(Walls); if (excludeObject != null) { result.Remove(excludeObject); } return(result); }
public void ProcessCollision(GunBullet bullet, GamePhysicalObject gamePhisicalObject) { bullet.GetDamage(); gamePhisicalObject.GetDamage(); }