//bullet collision detection goes here public Boolean isCollided(RandomMap randomMap) { for (int i = 0; i < randomMap.getNumXBlocks(); i++) { for (int j = 0; j < randomMap.getNumYBlocks(); j++) { //if there is a block if (randomMap.map[i, j] != null) { Block block = randomMap.map[i, j]; //if bullet collides with block if (this.boundingBox.Intersects(block.boundingBox)) { //decrease block's health randomMap.map[i, j].hardness -= this.damage; if (randomMap.map[i, j].hardness < 0) { randomMap.map[i, j] = null; } return true; } } } } return false; }
protected RandomMap randomMap; //holds the level #endregion Fields #region Constructors public Character(Game game, RandomMap randomMap, string imageName, float xPos, float yPos, int width, int height) : base(game, imageName, xPos, yPos, width, height) { this.randomMap = randomMap; this.velocity.X = 205.0f; this.velocity.Y = 250.0f; this.inventory = new Item[9]; }
public AssaultRifle(Game game, RandomMap randomMap, float xPos, float yPos, int width, int height) : base(game, randomMap, "images/assaultBasicBullet", "images/empty_icon", xPos, yPos, width, height) { this.name = "Assault Rifle"; this.fireRate = 0.1f; this.currentAmmo = 100; this.maxAmmo = 400; this.roundsPerMag = 30; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { randomMap = new RandomMap(this, 3200, 300); player = new AssaultSoldier(this, randomMap, (this.GraphicsDevice.Viewport.Width / 2) - 32, 0f, 64, 128); camera = new Camera(this); Components.Add(player); this.bottomItemBar = new InventoryToolbar(this); //bottom inventory bar base.Initialize(); }
public AssaultSoldier(Game game, RandomMap randomMap, float xPos, float yPos, int width, int height) : base(game, randomMap, "images/stance", xPos, yPos, width, height) { this.gun = new AssaultRifle(game, randomMap, 50f, 50f, 32, 32); this.inventory[0] = this.gun; }