private void collisionCheck() { if (CollisionCheck.collisionCheck(m_Animate.DestinationRectangle, Player.collisionRectangle())) { Player.takeDamage(); } }
public void update(GameTime gameTime) { if (m_IsActive == true) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; m_Position.X -= m_Speed * elapsedTime; Rectangle temp = m_Animate.DestinationRectangle; if (temp.Width < MAX_WIDTH) { temp.Width += (int)(MAX_WIDTH * INCREMENT_AMOUNT); } if (temp.Height < MAX_HEIGHT) { temp.Height += (int)(MAX_HEIGHT * INCREMENT_AMOUNT); } m_Animate.DestinationRectangle = temp; m_Position.Y = m_StartIngPos.Y - m_Animate.DestinationRectangle.Height / 2; m_Animate.updatePosition(m_Position); if (CollisionCheck.collisionCheck(m_Animate.DestinationRectangle, m_LevelBounds) == false) { m_IsActive = false; reset(); } collisionCheck(); } }
public override void update(Microsoft.Xna.Framework.GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; if (m_State == ImpState.ALIVE) { move(gameTime); animationRow(gameTime); if (CollisionCheck.collisionCheck(Destination, Player.collisionRectangle())) { Player.takeDamage(); } } else { m_Timer += elapsedTime; m_Animate.changAnimation((int)ImpAnimations.IDLEDYING); if (m_ImpDeathSoundPlayed == false) { Sounds.playSound("ImpDeath", 0.5f); m_ImpDeathSoundPlayed = true; } } base.update(gameTime); }
private void collisioncheck() { if (IsActive == true) { if (m_BossState == BossState.CHARGING) { if (LaserManager.collisionCheck(m_HornDamageRect)) { //take damge m_Health--; if (m_Health <= 0) { m_BossState = BossState.DYING; for (int i = 0; i < m_Particles.Length; i++) { m_Particles[i].Stop = true; } } } } if (CollisionCheck.collisionCheck(m_CollisionRect, Player.collisionRectangle())) { //for overkill damage Player.instantDeath(); } } }
public override void update(Microsoft.Xna.Framework.GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; if (m_State == PixieState.ALIVE) { move(gameTime); if (Destination.Intersects(Player.collisionRectangle()) == true) { } else { animationRow(gameTime); } if (CollisionCheck.collisionCheck(Destination, Player.collisionRectangle())) { Player.takeDamage(); } } else { m_Timer += elapsedTime; m_Animate.changAnimation((int)PixieAnimations.POOF); if (m_PixieDeathPlayed == false) { Sounds.playSound("PixieDeath", 0.50f); m_PixieDeathPlayed = true; } } base.update(gameTime); }
public static CollisionType[,] backgroundCollisionCheck(Rectangle objectDestinationRectangle) { CollisionType[,] temp = new CollisionType[10, 10]; Vector2 tempy = new Vector2(objectDestinationRectangle.X + objectDestinationRectangle.Width / 2, objectDestinationRectangle.Y + objectDestinationRectangle.Height / 2); int posX = (int)(tempy.X / 32); if (posX < 5) { posX = 5; } int posY = (int)(tempy.Y / 32); if (posY < 5) { posY = 5; } for (int i = 0; i < temp.GetLength(0); i++) { for (int j = 0; j < temp.GetLength(1); j++) { temp[i, j] = new CollisionType(); } } int x = 0; int y = 0; Rectangle tempRect = Rectangle.Empty; for (int i = posY - 5; i < m_TileData.GetLength(0) && i < posY + 5; i++) { for (int j = posX - 5; j < m_TileData.GetLength(1) && j < posX + 5; j++) { if (Level.isTileCollideable(i, j) == true) { tempRect.Width = m_DestinationRectangle.Width; tempRect.Height = m_DestinationRectangle.Height; tempRect.X = j * m_DestinationRectangle.Width; tempRect.Y = i * m_DestinationRectangle.Height; if (j < (m_TileData.GetLength(1) - 1)) { j++; magicRectangleExtentionFunctionWithExtraRecursionForTheHellOfItButNotReallySinceWithoutThisRecursionThenTheCollisionWouldStillBeBrokenAndABrokenCollisionIsntAnyFunForAnyoneUnlessYoureAGhostSinceGhostsDontNeedCollisionButIfAGhostCouldCollideWithThingsThenSaidGhostWouldAlsoApreciateThisFunctionAndAllOfItsGlory(ref tempRect, i, ref j); } CollisionCheck.collisionCheck(objectDestinationRectangle, tempRect, ref temp[y, x]); } x++; } x = 0; y++; } return(temp); }
public CollisionType keyCollision(Rectangle playerRect) { CollisionType collision = new CollisionType(); if (CollisionCheck.collisionCheck(playerRect, Destination, ref collision)) { //TODO::add type of object that player collided with } return(collision); }
public bool collisionCheck(Rectangle playerRect) { for (int i = 0; i < m_undeadUnicornList.Count; i++) { if (CollisionCheck.collisionCheck(m_undeadUnicornList[i].Destination, playerRect)) { return true; } } return false; }
public bool collisionCheck(Rectangle playerRect) { for (int i = 0; i < m_spiderList.Count; i++) { if (CollisionCheck.collisionCheck(m_spiderList[i].Destination, playerRect)) { return(true); } } return(false); }
public void update(GameTime gameTime) { m_PosX += m_SourceRect.Width; if (m_PosX >= m_SpriteWidth) { m_PosX = 0; } if (CollisionCheck.collisionCheck(Player.collisionRectangle(), m_CollisionRect)) { Player.instantDeath(); } }
private void collisionCheck() { if (CollisionCheck.collisionCheck(m_DestinationRect, Player.collisionRectangle())) { Player.takeDamage(); } if (CollisionCheck.collisionCheck(m_DestinationRect, m_LevelBounds) != true) { m_IsActive = false; } }
public override void update(Microsoft.Xna.Framework.GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; //determine if the player is in range and the spider is in an aggroeable state if (Math.Abs(m_Position.X - Player.collisionRectangle().Center.X) <= m_AggroRange) { if (m_AggroState == SpiderAggroState.NONE) { m_AggroState = SpiderAggroState.AGGROED; } } //move spider if (m_AggroState == SpiderAggroState.AGGROED || m_State == SpiderState.DYING) { m_Position.Y += m_Speed * elapsedTime; } else if (m_AggroState == SpiderAggroState.RETREATING) { m_Position.Y -= m_Speed * elapsedTime; } if (CollisionCheck.collisionCheck(Destination, m_UnAggroedRectangle)) { m_AggroState = SpiderAggroState.NONE; } m_Animate.updatePosition(m_Position); CollisionType[,] temp = Level.backgroundCollisionCheck(Destination); for (int i = 0; i < temp.GetLength(0); i++) { for (int j = 0; j < temp.GetLength(1); j++) { if (temp[i, j].m_WasThereACollision == true) { m_AggroState = SpiderAggroState.RETREATING; } } } if (CollisionCheck.collisionCheck(Destination, Player.collisionRectangle())) { Player.takeDamage(); } base.update(gameTime); }
private void collisionCheck() { if (m_IsActive == true) { for (int i = 0; i < m_CollisionRects.Length; i++) { if (CollisionCheck.collisionCheck(m_CollisionRects[i], Player.collisionRectangle())) { Player.takeDamage(); } } } }
public void update(GameTime gameTime) { for (int i = 0; i < keys.Count; i++) { keys[i].update(gameTime); if (CollisionCheck.collisionCheck(Player.collisionRectangle(), keys[i].Destination)) { Player.m_hasKey = true; Player.collectedKey(true); Sounds.playSound("Pickup_Key", 0.10f); keys.RemoveAt(i); } } }
public void update(GameTime gameTime) { for (int i = 0; i < stars.Count; i++) { stars[i].update(gameTime); if (CollisionCheck.collisionCheck(stars[i].Destination, Player.collisionRectangle())) { stars.RemoveAt(i); Player.collectedStar(true); Sounds.playSound("Pickup_Star", 0.5f); } } }
public void update(GameTime gameTime) { for (int i = 0; i < hearts.Count; i++) { hearts[i].update(gameTime); if (CollisionCheck.collisionCheck(hearts[i].Destination, Player.collisionRectangle())) { hearts.RemoveAt(i); Sounds.playSound("Pickup_Heart", 1); Player.collectedHeart(true); } } }
public override void update(GameTime gameTime) { base.update(gameTime); if (CollisionCheck.collisionCheck(Player.collisionRectangle(), Destination)) { if (Player.m_hasKey == true) { Player.m_hasKey = false; m_ScreenManager.CurrentGameState = GameState.LevelComplete; Player.reset(); Player.setInitialPosition(); Level.levelIncrement(); } } }
public bool collisionCheck(Rectangle target) { if (m_IsActive == true) { if (CollisionCheck.collisionCheck(m_CollitionRect, target) == true) { m_IsActive = false; m_Particles.Stop = true; return(true); } else { return(false); } } return(false); }
public void update(GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; if (IsActive == true) { Vector2 temp = m_Position; m_Direction.Normalize(); temp.X += m_Direction.X * m_Speed * elapsedTime; temp.Y += m_Direction.Y * m_Speed * elapsedTime; Position = temp; if (CollisionCheck.collisionCheck(m_CollitionRect, m_LevelBoundries) != true) { m_IsActive = false; m_Particles.Stop = true; } CollisionType[,] tempy = Level.backgroundCollisionCheck(m_CollitionRect); for (int i = 0; i < tempy.GetLength(0); i++) { for (int j = 0; j < tempy.GetLength(1); j++) { if (tempy[i, j].m_WasThereACollision == true) { m_IsActive = false; m_Particles.Stop = true; } } } } m_Particles.update(gameTime); m_Particles.update(gameTime); m_Particles.update(gameTime); }
public override void update(Microsoft.Xna.Framework.GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; if (m_State == UndeadUnicornState.ALIVE) { move(gameTime); animationRow(gameTime); if (CollisionCheck.collisionCheck(Destination, Player.collisionRectangle())) { Player.takeDamage(); } } else { m_Timer += elapsedTime; m_Animate.changAnimation((int)UndeadUnicornAnimations.DYINGRIGHT); } base.update(gameTime); }
public override void update(GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; float aggroRange = 300.0f; Vector2 m_distanceFromPlayer = new Vector2(m_Position.X - Player.collisionRectangle().Center.X, m_Position.Y - Player.collisionRectangle().Center.Y); Vector2 m_distanceFromResetPoint = new Vector2(m_Position.X - m_ResetPoint.X, m_Position.Y - m_ResetPoint.Y); if (m_distanceFromPlayer.Length() <= aggroRange) { m_distanceFromPlayer.Normalize(); m_Position.Y -= m_distanceFromPlayer.Y * m_Speed * elapsedTime; m_Position.X -= m_distanceFromPlayer.X * m_Speed * elapsedTime; if (m_SoundPlayed == false) { Sounds.playSound("BeeAggro", 0.25f); m_SoundPlayed = true; } } else { if (m_distanceFromResetPoint.Length() != 0.0f) { m_distanceFromResetPoint.Normalize(); m_Position.Y -= m_distanceFromResetPoint.Y * m_Speed * elapsedTime; m_Position.X -= m_distanceFromResetPoint.X * m_Speed * elapsedTime; m_SoundPlayed = false; } } if (CollisionCheck.collisionCheck(Destination, Player.collisionRectangle())) { Player.takeDamage(); } base.update(gameTime); }
public void update(GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.Milliseconds / 1000; Vector2[] oldPos = m_Positions; for (int i = 0; i < m_Positions.Length; i++) { m_PosXInFunction += m_Speed * elapsedTime * (int)m_Direction; m_Positions[i].X = m_PosXInFunction; m_Positions[i].Y = m_Sin[i].getYAtPosX(m_Positions[i].X); m_CollisionRects[i].X = (int)m_Positions[i].X - m_CollisionRects[i].Width; m_CollisionRects[i].Y = (int)m_Positions[i].Y - m_CollisionRects[i].Height; } for (int i = 0; i < m_Particles.Length; i++) { m_Particles[i].SpawnPoint = m_Positions[i % 2]; m_Particles[i].DominantDirection = (oldPos[i % 2] - m_Positions[i % 2]); //did this to make the beam spawn more particles m_Particles[i].update(gameTime); m_Particles[i].update(gameTime); m_Particles[i].update(gameTime); if (CollisionCheck.collisionCheck(m_CollisionRects[i % 2], m_Boundries) == false) { m_IsActive = false; m_Particles[i].Stop = true; } } collisionCheck(); }