public override Boolean isAchieving(Football football)
        {
            if (football.speed.Y < 0)
            {
                return false;
            }
            //int yOfLoop = (int)(this.vecPosition.Y + (this.dimensions.Y / 2));
            int yOfLoop = (int)this.vecPosition.Y;
            int midYFootball = (int)(football.position.Y + football.radius);
            int lowYFootballBound = (int)(midYFootball - (0.3 * football.radius));
            int highYFootballBound = (int)(midYFootball + (0.3 * football.radius));

            if (yOfLoop > lowYFootballBound && yOfLoop < midYFootball)
            {
                int lowXBoundLoop = (int)this.vecPosition.X;
                int highXBoundLoop = (int)this.vecPosition.X + (int)this.dimensions.X;

                int lowXBoundFootball = (int)football.position.X;
                int highXBoundFootball = (int)(football.position.X + (football.radius * 2));
                if (lowXBoundFootball > lowXBoundLoop && highXBoundFootball < highXBoundLoop)
                {
                    UpdateStatsOnAchieving();
                    return true;
                }
            }
            return false;
        }
 public override void makeChange(Football football, GameTime gameTime)
 {
     //football.bonusObjectsInEffect.Add(this);
     football.MakeBallSmaller();
     game.stats.DrawStringBallSmaller();
     game.stats.AddCurrentBonusObject("small ball", this.texture2d);
 }
 public override void makeChange(Football football, GameTime gameTime)
 {
     //football.bonusObjectsInEffect.Add(this);
     football.TimeBonusChange(gameTime);
     game.stats.DrawTimeFreeze();
     game.stats.AddCurrentBonusObject("time bonus", this.texture2d);
 }
 public override Boolean isAchieving(Football football)
 {
     float radius = this.dimensions.X / 2;
     BoundingSphere bonusball = new BoundingSphere(new Vector3(vecPosition.X + radius, vecPosition.Y + radius, 0), radius);
     BoundingSphere footballsphere = new BoundingSphere(new Vector3(football.position.X + football.radius, football.position.Y + football.radius, 0), football.radius);
     if (bonusball.Intersects(footballsphere))
     {
         UpdateStatsOnAchieving();
         return true;
     }
     return false;
 }
Esempio n. 5
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        public Boolean isAchieving(Football football)
        {
            float radius = this.vecDimensions.X / 2;
            BoundingSphere starSphere = new BoundingSphere(new Vector3(vecPosition.X + radius, vecPosition.Y + radius, 0), radius);
            BoundingSphere footballsphere = new BoundingSphere(new Vector3(football.position.X + football.radius, football.position.Y + football.radius, 0), football.radius);
            if (starSphere.Intersects(footballsphere))
            {

                return true;
            }
            return false;
        }
 /// <summary>
 /// Constructor.
 /// </summary>
 public GameplayScreen()
 {
     TransitionOnTime = TimeSpan.FromSeconds(1.5);
     TransitionOffTime = TimeSpan.FromSeconds(0.5);
     this.height = 800;//this.GraphicsDevice.Viewport.Height;
     this.width = 480;//this.GraphicsDevice.Viewport.Width;
     this.gameStarted = false;
     stats = new Stats(this);
     football = new Football(this,
         new Vector2(240- Football.InitialFootballRadius, this.GameHeight() - (2 * Football.InitialFootballRadius)),
         new Vector2(0.0f, 0.0f), Football.InitialFootballRadius, stats);
 }
 public override void makeChange(Football football, GameTime gameTime)
 {
     this.game.stats.addPoints(100);
     this.game.stats.DrawThroughTheLoopString("+100 Through the basket!!!");
 }
 // make the following change on achieving this.
 public override void makeChange(Football football, GameTime gameTime)
 {
     football.DoublePointsChange(gameTime);
     this.game.stats.DrawDoublePoints();
     this.game.stats.AddCurrentBonusObject("double", this.texture2d);
 }
 public virtual void makeChange(Football football, GameTime gameTime)
 {
 }
 public virtual Boolean isAchieving(Football football)
 {
     return false;
 }
 // make the following change on achieving this.
 public override void makeChange(Football football, GameTime gameTime)
 {
     football.WindEffect();
     this.game.stats.DrawWindRight();
     this.game.stats.AddCurrentBonusObject("wind", this.texture2d);
 }