/* public bool Collides(clsSprite otherSprite) { // check if two sprites intersect if (this.position.X + this.size.X > otherSprite.position.X && this.position.X < otherSprite.position.X + otherSprite.size.X && this.position.Y + this.size.Y > otherSprite.position.Y && this.position.Y < otherSprite.position.Y + otherSprite.size.Y) return true; else return false; }*/ public bool CircleCollides(clsSprite otherSprite) { // Check if two circle sprites collided if((Vector2.Distance(this.center, otherSprite.center) < this.radius + otherSprite.radius)) return true; else return false; }
public bool Collides(clsSprite otherSprite) { // check if two sprites intersect if (this.position.X + this.size.X > otherSprite.position.X && this.position.X < otherSprite.position.X + otherSprite.size.X && this.position.Y + this.size.Y > otherSprite.position.Y && this.position.Y < otherSprite.position.Y + otherSprite.size.Y) return true; else return false; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Load files built from XACT project audioEngine = new AudioEngine("Content\\Lab3Sounds.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb"); // Load streaming wave bank streamingWaveBank = new WaveBank(audioEngine, "Content\\Music.xwb", 0, 4); // The audio engine must be updated before the streaming cue is ready audioEngine.Update(); // Get cue for streaming music musicCue = soundBank.GetCue("Music"); // Start the background music musicCue.Play(); // Load a 2D texture sprite mySprite1 = new clsSprite(Content.Load<Texture2D>("ball"), new Vector2(0f, 0f), new Vector2(64f, 64f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); mySprite2 = new clsSprite(Content.Load<Texture2D>("ball"), new Vector2(218f, 118f), new Vector2(64f, 64f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // Create a SpriteBatch to render the sprite spriteBatch = new SpriteBatch(graphics.GraphicsDevice); //load the SoundEffect resource soundEffect = Content.Load<SoundEffect>("chord"); // set the velocity of the two sprites will move mySprite1.velocity = new Vector2(5, 5); }
public bool CircleCollides(clsSprite otherSprite) { // Check if two circle sprites collided return (Vector2.Distance(this.center, otherSprite.center) < this.radius + otherSprite.radius); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Load a 2D texture sprite mySprite1 = new clsSprite(Content.Load<Texture2D>("ball"), new Vector2(0f, 0f), new Vector2(64f, 64f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); mySprite2 = new clsSprite(Content.Load<Texture2D>("ball"), new Vector2(218f, 118f), new Vector2(64f, 64f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); // Create a SpriteBatch to render the sprite spriteBatch = new SpriteBatch(graphics.GraphicsDevice); // load the sound effect resource soundEffect = Content.Load<SoundEffect>("chord"); // set the velocity of the two sprites will move mySprite1.velocity = new Vector2(5, 5); mySprite2.velocity = new Vector2(0, 0); }