// Objekte der Umgebung instanziieren private void CreateEnvironment() { var houses = new GameObject(RC, new float3(0,0, 0), float3.Zero, new float3(1f, 1f, 1f), srBuildings); LevelObjects.Add(houses); var cows = new GameObject(RC, new float3(0, 0, 0), new float3(0,-20,0), new float3(1f, 1f, 1f), srCows); LevelObjects.Add(cows); var cows1 = new GameObject(RC, new float3(-20, 0, 0), new float3(0,-180,0), new float3(1f, 1f, 1f), srCows); LevelObjects.Add(cows1); var trees = new GameObject(RC, new float3(0, -60, 0), new float3(0, 0, 0), new float3(1.5f, 1.5f, 1.5f), srTrees); LevelObjects.Add(trees); var ebene = new GameObject(RC, new float3(0, -60, 0), float3.Zero, new float3(20,1,20), srLandschaft); LevelObjects.Add(ebene); }
//Gibt true zurück wenn die Kollisionsradien der beiden objekte sich überschneiden private bool CheckForCollision(GameObject gameObject1, GameObject gameObject2) { if (gameObject1 != null && gameObject2 != null) { var dist = (gameObject1.Position - gameObject2.Position).Length; if (dist <= gameObject1.Radius + gameObject2.Radius) { return true; } } return false; }