public static void UpdateColission(Player player, ExplosionManager VFX, GUI guiInfo) { //use the Rectangle's build-in interscect function to determine if //two objects are overlapping Rectangle rect1, rect2; //Only create the rectangle once for the player rect1 = new Rectangle( (int)player.Position.X, (int)player.Position.Y, player.Width, player.Height); //Do the collision between the player and the enemies for (int i = 0; i < enemiesType1.Count; i++) { rect2 = new Rectangle( (int)enemiesType1[i].Position.X, (int)enemiesType1[i].Position.Y, enemiesType1[i].Width, enemiesType1[i].Height); //Now determine if the two objects collide with each other if (rect1.Intersects(rect2)) { //Subtract the health from the player based on the enemy damage player.Health -= enemiesType1[i].Damage; //Since the enemy collided with the player destroy it enemiesType1[i].Health = 0; /// Show the explosion where the enemy was... VFX.AddExplosion(enemiesType1[i].LocationEnemy); guiInfo.SCORE = guiInfo.SCORE + 10; //if the player health is less than zero then player must be destroyed guiInfo.PlayerHP -= 25; if (guiInfo.PlayerHP == 0 && guiInfo.LIVES > 0) { player.Active = false; guiInfo.LIVES -= 1; guiInfo.PlayerHP = 100; } } } }
public void UpdateEnemies(GameTime gameTime, Player player, ExplosionManager VFX, GUI guiInfo) { //spawn a new enemy every 1.5 sec if (gameTime.TotalGameTime - previousSpawnTime > enemySpawnTime) { previousSpawnTime = gameTime.TotalGameTime; AddEnemy(); } UpdateColission(player, VFX, guiInfo); //Update enemies for (int i = (enemiesType1.Count - 1); i >= 0; i--) { enemiesType1[i].Update(gameTime); if (enemiesType1[i].Active == false) { enemiesType1.RemoveAt(i); } } }
//==================================================================================================================================================================================================================== public void UpdateManagerLaser(GameTime gameTime, Player p, ExplosionManager vfx, GUI guiInfo, SoundEffect effect) { //Save the previous state of the keyboard and game pad so we can determine single key/button presses previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; //Read the current state of the keyboard and gamepad and store it currentGamePadState = GamePad.GetState(PlayerIndex.One); currentKeyboardState = Keyboard.GetState(); if (Keyboard.GetState().IsKeyDown(Keys.Space) || GamePad.GetState(PlayerIndex.One).Buttons.X == ButtonState.Pressed) { FireLaser(gameTime, p); //effect.Play(); } // update laserbeams for (var i = 0; i < laserBeams.Count; i++) { laserBeams[i].Update(gameTime); // Remove the beam when its deactivated or is at the end of the screen. if (!laserBeams[i].Active || laserBeams[i].Position.X > graphicsInfo.X) { laserBeams.Remove(laserBeams[i]); } } // detect collisions between the player and all enemies. foreach (Enemy e in EnemyManager.enemiesType1) { //create a retangle for the enemy Rectangle enemyRectangle = new Rectangle( (int)e.Position.X, (int)e.Position.Y, e.Width, e.Height); // now see if this enemy collide with any laser shots foreach (Laser L in LaserManager.laserBeams) { // create a rectangle for this laserbeam laserRectangle = new Rectangle( (int)L.Position.X, (int)L.Position.Y, L.Width, L.Height); // test the bounds of the laser and enemy if (laserRectangle.Intersects(enemyRectangle)) { // Show the explosion where the enemy was... vfx.AddExplosion(e.Position); // kill off the enemy e.Health = 0; guiInfo.SCORE = guiInfo.SCORE + 10; //record the kill //TBA // kill off the laserbeam L.Active = false; // record your score //TBA } } } }