/// <summary> /// Checks for collision with other bounding rectangle /// </summary> /// <param name="rectangle">Bounding rectangle to check collision with</param> /// <returns>True if there is a collision</returns> public bool Collides(BoundingRectangle rectangle) { return boundingRectangle.Intersects(rectangle.boundingRectangle); }
/// <summary> /// Basic Constructor /// </summary> /// <param name="position">Position of the entity</param> /// <param name="x">Radius of the bounding box width</param> /// <param name="y">Radius of the bounding box height</param> public Entity(Vector2 position, float x, float y) { this.position = position; boundingBox = new BoundingRectangle(position, x, y); }
/// <summary> /// Basic constructor /// </summary> /// <param name="position">Position of the burger</param> /// <param name="x">Radius in x for collision</param> /// <param name="y">Radius in y for collision</param> public BurgerPart(Vector2 position, float x, float y) { state = State.Static; float scale = SettingsManager.GetInstance().Scale; this.position = position; boundingBox = new BoundingRectangle(position, x, y); speed = 1.65f * scale; positions = new Vector2[4]; positions[0] = this.position - new Vector2(56.5f * scale, 0); positions[1] = this.position - new Vector2(19f * scale, 0); positions[2] = this.position + new Vector2(19f * scale, 0); positions[3] = this.position + new Vector2(56.5f * scale, 0); boundingBoxes = new BoundingRectangle[4]; boundingBoxes[0] = new BoundingRectangle(positions[0], 19 * scale, 15 * scale); boundingBoxes[1] = new BoundingRectangle(positions[1], 19 * scale, 15 * scale); boundingBoxes[2] = new BoundingRectangle(positions[2], 19 * scale, 15 * scale); boundingBoxes[3] = new BoundingRectangle(positions[3], 19 * scale, 15 * scale); touched = new bool[4] { false, false, false, false }; numberOfRiders = 0; numberOfLevels = 0; lastTile = new int[2] { -50, -50 }; }