public void CheckGround_Player(Player myPlayer, Ground myGround) { myPlayer.isFalling = true; foreach (Rectangle rec in myGround.rectangleList) { if (myPlayer.position.X > rec.X && (myPlayer.position.X < rec.X + rec.Width)) { if (rec == myGround.rectangleList[1]) { } if (myPlayer.position.Y > rec.Top) { myPlayer.isFalling = false; myPlayer.direction.Y = 0; } } } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Tools.Content = this.Content; Tools.spriteBatch = this.spriteBatch; myCollisionCheck = new CollisionCheck(); List<Animation> animations = new List<Animation>(); List<string> names = new List<string>(); animations.Add(new Animation("PlayerSprites", "Contra_stand", new Rectangle(200, 100, 25, 40), new Rectangle(0, 0, 0, 0), 0.0f, new Vector2(0, 0), SpriteEffects.None, 10)); animations.Add(new Animation("PlayerSprites", "Contra_run", new Rectangle(200, 100, 25, 40), new Rectangle(0, 0, 0, 0), 0.0f, new Vector2(0, 0), SpriteEffects.None, 10)); animations.Add(new Animation("PlayerSprites", "Contra_jump", new Rectangle(200, 100, 23, 23), new Rectangle(0, 0, 0, 0), 0.0f, new Vector2(0, 0), SpriteEffects.None, 10)); names.Add("stand"); names.Add("run"); names.Add("jump"); myPlayer = new Player(animations, names); myGround = new Ground(); }