public static bool CollidesWith(this BoundaryRectangle a, BoundaryRectangle b) { return(!(a.X > a.X + b.Width || a.X + a.Width < b.X || a.Y > b.Y + b.Height || a.Y + a.Height < b.Y)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Stuff stuff = Content.Load <Stuff>("stuff"); BoundaryRectangle bbr = new BoundaryRectangle(200, 400, 100, 50); balloon = new Player(this, bbr, 400); balloon.LoadContent(Content, "balloon"); world = new AxisList(); foreach (Vector2 v in stuff.points) { BoundaryRectangle sbr = new BoundaryRectangle(v, 20, 50); Spikes sp = new Spikes(sbr); sp.LoadContent(Content, "spike"); spikes.Add(sp); world.AddGameObject(sp); } }
public Spikes(BoundaryRectangle br) { bounds = br; }
public Player(Game1 g, BoundaryRectangle br, int gl) { game = g; bounds = br; groundLevel = gl; }
public static bool CollidesWith(this BoundaryRectangle r, Vector2 v) { return(v.CollidesWith(r)); }
public static bool CollidesWith(this Vector2 v, BoundaryRectangle r) { return((r.X <= v.X && v.X <= r.X + r.Width) && (r.Y <= v.Y && v.Y <= r.Y + r.Height)); }