public virtual bool Collision(ObjectBase obj) { if (!obj.active) return false; if (!this.active) return false; if (!TagCheck(obj.tag)) return false; float col = MyMath.Collision(new Point(obj.px, obj.py), new Point(px, py), new Point(obj.vx, obj.vy), new Point(vx, vy), obj.length * obj.scale + length * scale); return CollsionEnter(col, obj.tag); }
public void Shoot(ObjectBase obj, Point vector) { shoot[sIndex] = obj; shoot[sIndex].setPosition(px, py); shoot[sIndex].vx = (float)vector.X; shoot[sIndex].vy = (float)vector.Y; sIndex = (sIndex + 1) % shoot.Length; }