/// <summary> /// Collision of item instances against players! /// </summary> /// <param name="item">The item checking collision</param> public void HandleCollisions(ItemInstance item) { // For attacking player-on-player collision (Uses per pixel) for (int i = 0; i < 4; i++) { if (players[i] != null && !players[i].isDead) { if (players[i] != item.player) // collision with unfriendly player { // Check for a collision! if(players[i].IntersectPixels(item)) players[i].state.isHitByItem(item, new StateHit(players[i]));// TODO : check for collision with player } } } }
// Item wrappa! public bool IntersectPixels(ItemInstance item) { return(IntersectPixels(Transform, sprite.Animation.FrameWidth, sprite.Animation.FrameHeight, sprite.GetData(), item.Transform, item.sprite.Animation.FrameWidth, item.sprite.Animation.FrameHeight, item.sprite.GetData(), false));//b.sprite.GetData()); }