private Color[,] TextureTo2DArray(CustomSprite sprite)
        {
            Color[,] colors2D;
            try
            {
                Color[] colors1D = new Color[sprite._texture.Width * sprite._texture.Height];

                sprite._texture.GetData(colors1D);
                colors2D = new Color[sprite._texture.Width, sprite._texture.Height];

                for (int x = 0; x < sprite._texture.Width; x++)
                {
                    for (int y = 0; y < sprite._texture.Height; y++)
                    {
                        colors2D[x, y] = colors1D[x + y * sprite._texture.Width];
                    }
                }
            }
            catch (IndexOutOfRangeException e)
            {
                colors2D = null;
            }

            return(colors2D);
        }
        public bool Collision(CustomSprite target)
        {
            var collides = _rectangle.Intersects(target._rectangle) && TexturesCollide(transform, target.transform, target);

            Collided        = collides;
            target.Collided = collides;
            return(collides);
        }
 public bool isCollisionWithSprite(CustomSprite sprite)
 {
     if (sprite.Collision(this))
     {
         return(true);
     }
     return(false);
 }
        private bool TexturesCollide(Matrix mat1, Matrix mat2, CustomSprite target)
        {
            Color[,] tex1 = TextureTo2DArray(this);
            Color[,] tex2 = TextureTo2DArray(target);

            Matrix mat1to2 = mat1 * Matrix.Invert(mat2);

            if (tex1 != null && tex2 != null)
            {
                int width1  = tex1.GetLength(0);
                int height1 = tex1.GetLength(1);
                int width2  = tex2.GetLength(0);
                int height2 = tex2.GetLength(1);
                for (int x1 = 0; x1 < width1; x1++)
                {
                    for (int y1 = 0; y1 < height1; y1++)
                    {
                        Vector2 pos1 = new Vector2(x1, y1);
                        Vector2 pos2 = Vector2.Transform(pos1, mat1to2);

                        int x2 = (int)pos2.X;
                        int y2 = (int)pos2.Y;
                        if ((x2 >= 0) && (x2 < width2))
                        {
                            if ((y2 >= 0) && (y2 < height2))
                            {
                                if (tex1[x1, y1].A > 0)
                                {
                                    if (tex2[x2, y2].A > 0)
                                    {
                                        Vector2 screenPos = Vector2.Transform(pos1, mat1);
                                        return(true);
                                    }
                                }
                            }
                        }
                    }
                }
            }
            return(false);
        }