public bool scanTarget() { detectionCircle = new Circle(position, sensorDistance); if (TankGame.CircleRectangleIntersection(detectionCircle, tankCollisionRectangle)) { missile = new Missile(game, new Vector2(tankPosition.X + missileOffset)); Game.Components.Add(missile); target = new TargetLocked(game, new Vector2(tankPosition.X + tankSize.X / 2, tankPosition.Y + tankSize.Y / 2)); target.AutoInitialize(game.GraphicsDevice, game.Content, TankGame.spriteBatch); target.UpdateOrder = 100; target.DrawOrder = 100; target.Visible = true; targetLockedOn = true; } else { targetLockedOn = false; } bulletCollided(); return(targetLockedOn); }
public bool scanTarget() { detectionCircle = new Circle(position, sensorDistance); if (TankGame.CircleRectangleIntersection(detectionCircle, tankCollisionRectangle)) { missile = new Missile(game, new Vector2(tankPosition.X + missileOffset)); Game.Components.Add(missile); target = new TargetLocked(game, new Vector2(tankPosition.X + tankSize.X / 2, tankPosition.Y + tankSize.Y / 2)); target.AutoInitialize(game.GraphicsDevice, game.Content, TankGame.spriteBatch); target.UpdateOrder = 100; target.DrawOrder = 100; target.Visible = true; targetLockedOn = true; } else { targetLockedOn = false; } bulletCollided(); return targetLockedOn; }