/// <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() { // TODO: Add your initialization logic here graphics.PreferredBackBufferHeight = 700; graphics.PreferredBackBufferWidth = 1200; graphics.ApplyChanges(); this.IsMouseVisible = true; gameVelocity = 0.5f;//0-5->0.7 myGround = new Ground(0, 500, gameVelocity); myChar = new Character(200, 500 - myGround.Height - 100, 80); myBird = new Bird(1200, 250, gameVelocity * 1.5f);//pos:350 or 250 mySaw1 = new Saw(1200, 400 - myGround.Height, gameVelocity); mySaw2 = new Saw(1800, 400 - myGround.Height, gameVelocity); mySaw3 = new Saw(1900, 400 - myGround.Height, gameVelocity); isGameOver = false; preScore = -1; curScore = 0; base.Initialize(); }
public void AddSawCollisionListener(Saw other) { bool isCollided = false; if (State == 2) { Rectangle r1 = new Rectangle((int)PosX, (int)PosY + 20, 100, 80); Rectangle r2 = new Rectangle((int)other.PosX, (int)other.PosY, 100, 100); isCollided = r1.Intersects(r2); } else { Rectangle r1 = new Rectangle((int)PosX, (int)PosY, 100, 100); Rectangle r2 = new Rectangle((int)other.PosX, (int)other.PosY, 100, 100); isCollided = r1.Intersects(r2); } if (isCollided && Collide != null) { this.Collide(this, new EventArgs()); } }