Esempio n. 1
0
        public void detectCollision()
        {
            Rectangle zombieRectangle = new Rectangle((int)sPosition.X + 15, (int)sPosition.Y + 14, 35, 49);


            int b = mountainMap.checkCollisionforZombies(zombieRectangle);

            if (b == 1 && (lookingDirection == 3 || lookingDirection == 6 || lookingDirection == 7))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if (b == 2 && (lookingDirection == 2 || lookingDirection == 5 || lookingDirection == 6))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if (b == 3 && (lookingDirection == 4 || lookingDirection == 7 || lookingDirection == 8))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if (b == 4 && (lookingDirection == 1 || lookingDirection == 5 || lookingDirection == 8))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if (b == 0)
            {
                hasCollided = false;
            }
        }
Esempio n. 2
0
        public void detectCollision()
        {
            Rectangle zombieRectangle = new Rectangle((int)sPosition.X + 15, (int)sPosition.Y + 14, 35, 49);


            int b = 0;
            int c = 0;

            switch (levelManager.levelIndicator)
            {
            case levelManager.levels.levelOne:
            {
                b = map.checkCollisionforZombies(zombieRectangle);
                c = maptile.checkCollisionforZombies(zombieRectangle);
                break;
            }

            case levelManager.levels.levelTwo:
            {
                b = mountainMap.checkCollisionforZombies(zombieRectangle);
                break;
            }

            case levelManager.levels.levelThree:
            {
                b = castleMap.checkCollisionforZombies(zombieRectangle);
                break;
            }
            }

            if ((b == 1 || c == 1) && (lookingDirection == 3 || lookingDirection == 6 || lookingDirection == 7))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if ((b == 2 || c == 2) && (lookingDirection == 2 || lookingDirection == 5 || lookingDirection == 6))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if ((b == 2 || c == 2) && (lookingDirection == 4 || lookingDirection == 7 || lookingDirection == 8))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if ((b == 4 || c == 4) && (lookingDirection == 1 || lookingDirection == 5 || lookingDirection == 8))
            {
                sDirection  = Vector2.Zero;
                hasCollided = true;
            }
            if ((b == 0 && c == 0))
            {
                hasCollided = false;
            }
        }