public StaticEntity(Rekt h, Vector2 v, Texture2D s, Vector2 o, Vector2 e) { Hitbox = h; Velocity = v; Sprite = s; Origin = o; Offset = e; }
public DynamicEntity(Rekt h, Vector2 v, Texture2D[] f, Vector2 o, int c, Vector2 e) { Hitbox = h; Velocity = v; Frames = f; count = c; Sprite = Frames [index]; Origin = o; Offset = e; }
public Track(int l, Rekt h) { Length = l; Hitbox = h; }
public bool Intersect(Rekt other) { return(((other.X >= X && other.X <= X + Width) || (other.X + other.Width >= X && other.X + other.Width <= X + Width)) && ((other.Y >= Y && other.Y <= Y + Height) || (other.Y + other.Height <= Y + Height && other.Y + other.Height >= Y))); }