public Boolean CollisionMainAndEnemy(MainChar M, Enemy E) { Vector2 MPos = M.getPosition(); Vector2 EPos = E.getPosition(); if (MPos.X + (M.getTex().Width) > EPos.X && MPos.Y + (M.getTex().Height) > EPos.Y && MPos.X + (M.getTex().Width) < EPos.X + E.getTex().Width && MPos.Y + (M.getTex().Height) < EPos.Y + E.getTex().Height || MPos.X + (M.getTex().Width) > EPos.X && MPos.Y > EPos.Y && MPos.X + (M.getTex().Width) < EPos.X + E.getTex().Width && MPos.Y < EPos.Y + E.getTex().Height || MPos.X > EPos.X && MPos.Y + (M.getTex().Height) > EPos.Y && MPos.X < EPos.X + E.getTex().Width && MPos.Y + (M.getTex().Height) < EPos.Y + E.getTex().Height || MPos.X > EPos.X && MPos.Y > EPos.Y && MPos.X < EPos.X + E.getTex().Width && MPos.Y < EPos.Y + E.getTex().Height) { return true; } return false; }
public void RemoveEnemy(Enemy e) { myEnemies.Remove(e); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); main = new MainChar(Content.Load<Texture2D>("testBox"), Content.Load<Texture2D>("daggerSprite"), Content.Load<Texture2D>("bolt2"), new Vector2(100f, 100f), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, -.2f), new Vector2(.5f, 0), new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), 10f, this); enemy1 = new Enemy(Content.Load<Texture2D>("enemyBox"), new Vector2(700, 100), new Vector2(-.5f, 0), new Vector2(0, -.2f), new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), this); AddEnemy(enemy1); // TODO: use this.Content to load your game content here }
public void AddEnemy(Enemy e) { myEnemies.Add(e); }
public Boolean CollisionBoltAndEnemy(Bolt B, Enemy E) { Vector2 MPos = B.getPosition(); Vector2 EPos = E.getPosition(); if (MPos.X + (B.getBolt1().Width) > EPos.X && MPos.Y + (B.getBolt1().Height) > EPos.Y && MPos.X + (B.getBolt1().Width) < EPos.X + E.getTex().Width && MPos.Y + (B.getBolt1().Height) < EPos.Y + E.getTex().Height || MPos.X + (B.getBolt1().Width) > EPos.X && MPos.Y > EPos.Y && MPos.X + (B.getBolt1().Width) < EPos.X + E.getTex().Width && MPos.Y < EPos.Y + E.getTex().Height || MPos.X > EPos.X && MPos.Y + (B.getBolt1().Height) > EPos.Y && MPos.X < EPos.X + E.getTex().Width && MPos.Y + (B.getBolt1().Height) < EPos.Y + E.getTex().Height || MPos.X > EPos.X && MPos.Y > EPos.Y && MPos.X < EPos.X + E.getTex().Width && MPos.Y < EPos.Y + E.getTex().Height) { return true; } return false; }