public Player(int x, int y) { this.XPosition = x; this.YPosition = y; this.positionToBeChecked = new Position(x, y); }
public bool CheckForCollision(Position pos) { //return true; switch (World.WorldMatrix[pos.Y, pos.X]) { case CellState.EmptySpace: return true; case CellState.Enemy: OnEnemyEncountered(); return true; case CellState.Shop: //OnStartShop(); return true; case CellState.Wall: return false; default: return false; } //if(map[pos.Y, pos.X] == Map.Shop) //{ // Shop(); //} //To be checked the position on the world map //if(map[pos.y, pos.x] == Map.Shop...Map.Enemy...Map.Empty....Map.Wall) //if (World.WorldMatrix[pos.Y, pos.X] == CellState.Enemy/*pos.X == 10 && pos.Y == 30*/) //{ // OnStartBattle(); // //BattleScreen.StartBattle(); // //XPosition++; //} //check if its on shop, wall or some other object in the world }