public void AddBullet(cBullet b) { this.AddEntity(b); }
private cMonster getclosestMonsterColliding(IEnumerable <cMonster> possibleColliders, cBullet bul, Vector2f pos_by, float time) { // int index = -1; double prevDist = Double.MaxValue; double newDist = 0.0; cMonster returner = null; foreach (var mon in possibleColliders) { if (mon.IsKilled) { continue; } // order by distance to find the closest if (cSatCollision.checkAndResolve(bul, mon, time, false)) { newDist = AppMath.Vec2DistanceSqrt(mon.Bounds.center, pos_by); if (newDist < prevDist) { prevDist = newDist; returner = mon; } } } return(returner); }