Пример #1
0
        /// <summary>
        /// Determines if the obj colide, re-sets obj and bounding box positions, 
        /// and checks what should be killed and what audio to play.
        /// </summary>
        /// <param name="obj1"></param>
        /// <param name="obj2"></param>
        /// <param name="isKillable"></param>
        public static void Check_Sprite_colision(Sprite obj1, Sprite obj2, bool isKillable)
        {
            if (obj2.isActive)
            {
                if (obj1.box.Intersects(obj2.box))
                {

                    if (obj1.Type == "Ball" || obj2.Type == "Ball")
                        ballCollided = true; // Flag for release of second ball in game version 2

                    if (obj1.Type == "Paddle" || obj2.Type == "Paddle") // Only produce sound if the obj is a Ball
                        Breakout.theSoundBank.PlayCue("PaddleHit");

                    if (isKillable)
                    {
                        Score_Manager.add_points(convertToBrick(obj2).get_Points());
                        brick_applyReflectPower((Ball)obj1, (Brick)obj2);
                        obj2.Kill();
                        Breakout.theSoundBank.PlayCue("BrickHit");
                    }

                    // Find Left/Right side
                    if (obj1.Prev_Pos_max.X < obj2.box.Min.X)
                    {
                        // Do left side computation
                        obj1.Direction.X *= -1;
                        obj1.Position.X = obj2.box.Min.X - obj1.get_Texture().Width;
                        obj1.box.Min.X = obj1.Position.X;
                        obj1.box.Max.X = obj2.box.Min.X;

                    }
                    else if (obj1.Prev_Pos_min.X > obj2.box.Max.X)
                    {
                        // Do right side computation
                        obj1.Direction.X *= -1;
                        obj1.Position.X = obj2.box.Max.X;
                        obj1.box.Min.X = obj1.Position.X;
                        obj1.box.Max.X = obj2.box.Max.X + obj2.get_Texture().Width;
                    }

                    // Find Top/Bottom side
                    if (obj1.Prev_Pos_max.Y < obj2.box.Min.Y)
                    {
                        // Do top side computation
                        obj1.Direction.Y *= -1;
                        obj1.Position.Y = obj2.box.Min.Y - obj1.get_Texture().Height;
                        obj1.box.Min.Y = obj1.Position.Y;
                        obj1.box.Max.Y = obj2.box.Min.Y;
                    }
                    else if (obj1.Prev_Pos_min.Y > obj2.box.Max.Y)
                    {
                        // Do bottom side computation
                        obj1.Direction.Y *= -1;
                        obj1.Position.Y = obj2.box.Max.Y;
                        obj1.box.Min.Y = obj1.Position.Y;
                        obj1.box.Max.Y = obj2.box.Max.Y + obj1.get_Texture().Height;
                    }
                }
            }
        }