public void COLLISION(Enemy enemy, Bullet bullet, Game1 game) { if (bullet.Rectangle.Intersects(enemy.Rectangle)) { if (IntersectPixels(enemy.RectanglePosTransform, enemy.Texture.Width, enemy.Texture.Height, enemy.TextureData, bullet.RectanglePosTransform, bullet.Texture.Width, bullet.Texture.Height, bullet.TextureData)) { bullet.Alive = false; enemy.EnemyShot(bullet, game); } } }
public void InitalizeLevel(Level level, Game1 game) { loadedLevel = level; f_Fusions = 0; i_ShieldPulseCounter = 0; i_shipAlpha = 0.5f; i_PulseRate = 60; enemies = new Enemy[loadedLevel.levelData.i_MaxNumberEnemies]; for (int j = 0; j < loadedLevel.levelData.i_MaxNumberEnemies; j++) { enemies[j] = new Enemy(game, loadedLevel); enemies[j].LoadTexture(game.Content); enemies[j].Rectangle = new Rectangle(((int)enemies[j].Position.X - (enemies[j].Texture.Width / 2)), ((int)enemies[j].Position.Y - (enemies[j].Texture.Height / 2)), enemies[j].Texture.Width, enemies[j].Texture.Height); enemies[j].TextureData = new Color[enemies[j].Texture.Width * enemies[j].Texture.Height]; enemies[j].Texture.GetData(enemies[j].TextureData); enemies[j].ShieldSpark = new ShieldSparkParticleSystem(game, 3); game.Components.Add(enemies[j].ShieldSpark); enemies[j].ParticleKill = new ParticleKillParticleSystem(game, 4); game.Components.Add(enemies[j].ParticleKill); } Fused = new Particle[loadedLevel.levelData.i_MaxNumberFused]; for (int j = 0; j < loadedLevel.levelData.i_MaxNumberFused; j++) { Fused[j] = new Particle(loadedLevel.levelBounds); Fused[j].Fusion = new FusionParticleSystem(game, 20); game.Components.Add(Fused[j].Fusion); Fused[j].LoadTex(t_Fused); } Photons = new Particle[loadedLevel.levelData.i_MaxNumberPhotons]; for (int j = 0; j < loadedLevel.levelData.i_MaxNumberPhotons; j++) { Photons[j] = new Particle(loadedLevel.levelBounds); Photons[j].LoadTex(t_Photon); Photons[j].Fusion = new FusionParticleSystem(game, 20); game.Components.Add(Photons[j].Fusion); } Chlor = new Particle[loadedLevel.levelData.i_MaxNumberChloro]; for (int j = 0; j < loadedLevel.levelData.i_MaxNumberChloro; j++) { Chlor[j] = new Particle(loadedLevel.levelBounds); Chlor[j].LoadTex(t_Chlor); Chlor[j].Fusion = new FusionParticleSystem(game, 20); game.Components.Add(Chlor[j].Fusion); } bullets = new Bullet[i_BulletMax]; tethers = new Bullet[i_BulletMax]; for (int j = 0; j < i_BulletMax; j++) { bullets[j] = new Bullet(t_Bullet); tethers[j] = new Bullet(t_Tether); } stupidline = new Bullet[i_StupidLineMax]; for (int j = 0; j < i_StupidLineMax; j++) { stupidline[j] = new Bullet(t_Tether); } ship = new Ship(500, 350, t_Ship); ship.Turret = game.Content.Load<Texture2D>("Ship//turret"); tetherState = TetherState.shooting; offset = ship.OffsetUpdate(offset); engineSmoke = new EngineParticleSystem(game, 9); game.Components.Add(engineSmoke); shipExplosion = new ExplosionParticleSystem(game, 9); game.Components.Add(shipExplosion); }
public void COLLISION(Bullet tether, Particle particle, int ID, bool isAPhoton, Game1 game) { if (tetherState == TetherState.shooting) { if (tether.Rectangle.Intersects(particle.Rectangle)) { if (IntersectPixels(particle.RectanglePosTransform, particle.Texture.Width, particle.Texture.Height, particle.TextureData, tether.RectanglePosTransform, tether.Texture.Width, tether.Texture.Height, tether.TextureData)) { if (particle.ParticleState == Particle.PState.Alive && particle.BeingAttacked == false) { particle.Color = Color.Aqua; ship.TetheredParticleID = ID; ship.IsPhoton = isAPhoton; ship.Tethering = true; particle.IsTethered = true; tether.Alive = false; tetherState = TetherState.tethered; game.soundBank.PlayCue("tethered"); if (particle.Attacker != null) { particle.Attacker.i_KillingCounter = 0; particle.Attacker.f_colour = 1.0f; particle.Attacker.attacking = false; particle.Attacker.f_Rotation = 0; } particle.BeingAttacked = false; particle.Attacker = null; if (particle.IsTethered == false) { particle.Color = Color.White; } } } } } }
public void EnemyShot(Bullet bullet, Game1 game) { i_Health -= bullet.i_BulletDamage; game.soundBank.PlayCue("enemyDie"); EnemyCollisionPosition = Position;// -new Vector2(enemy.Texture.Width / 2, enemy.Texture.Height / 2); EnemyCollision = true; if (i_Health <= 0) { i_Health = 0; Alive = false; if (EnemyType == EnemyData.Type.Destroyer) { game.f_EnemiesBigKilled++; } else if (EnemyType == EnemyData.Type.Normal) { game.f_EnemiesSmallKilled++; } if (closestParticle != null) { closestParticle.BeingAttacked = false; closestParticle.Attacker = null; if (closestParticle.IsTethered == false) { closestParticle.Color = Color.White; } } } }