/// <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 screenWidth = GraphicsDevice.Viewport.Width; screenHeight = GraphicsDevice.Viewport.Height; player = new Player(); gameObjects.Add(player); base.Initialize(); }
public void CheckForCollisions(MyGameObject o) { foreach (MyGameObject other in gameObjects) { if (o is Bullet && CheckForBulletCollisions(o, other)) break; else if( o is Enemy && CheckForEnemyCollisions(o, other)) break; } }
public void CheckForCollisions(MyGameObject o) { foreach (MyGameObject other in gameObjects) { if (o is Bullet && CheckForBulletCollisions(o, other)) { break; } else if (o is Enemy && CheckForEnemyCollisions(o, other)) { break; } } }
/// <summary> /// Check if the bullet is out of the screen or if it hit an enemy /// </summary> /// <param name="bullet"></param> /// <param name="other"></param> /// <returns></returns> public bool CheckForBulletCollisions(MyGameObject bullet, MyGameObject other) { // remove bullet if it is out of screen if (bullet.Position.Y + bullet.Texture.Height <= 0) { bullet.IsNonExisting = true; return true; } // remove bullet if it hits an enemy if (other is Enemy && bullet.BoundingBox.Intersects(other.BoundingBox)) { bullet.IsNonExisting = true; ((Enemy)other).Decend(); return true; } return false; }
/// <summary> /// Check if the player can eat an enemy /// </summary> /// <param name="player"></param> /// <param name="enemy"></param> /// <returns></returns> public bool CheckForEnemyCollisions(MyGameObject enemy, MyGameObject player) { // check if enemy is out of the screen if (enemy.Position.X + enemy.Texture.Width * 3 < 0 || enemy.Position.X >= screenWidth * 2) { enemy.IsNonExisting = true; return(true); } // check if enemy hits the player if (player is Player && player.BoundingBox.Intersects(enemy.BoundingBox)) { increaseScore(((Enemy)enemy).Type); enemy.IsNonExisting = true; return(true); } return(false); }
/// <summary> /// Check if the bullet is out of the screen or if it hit an enemy /// </summary> /// <param name="bullet"></param> /// <param name="other"></param> /// <returns></returns> public bool CheckForBulletCollisions(MyGameObject bullet, MyGameObject other) { // remove bullet if it is out of screen if (bullet.Position.Y + bullet.Texture.Height <= 0) { bullet.IsNonExisting = true; return(true); } // remove bullet if it hits an enemy if (other is Enemy && bullet.BoundingBox.Intersects(other.BoundingBox)) { bullet.IsNonExisting = true; ((Enemy)other).Decend(); return(true); } return(false); }
/// <summary> /// Check if the player can eat an enemy /// </summary> /// <param name="player"></param> /// <param name="enemy"></param> /// <returns></returns> public bool CheckForEnemyCollisions(MyGameObject enemy, MyGameObject player) { // check if enemy is out of the screen if (enemy.Position.X + enemy.Texture.Width*3 < 0 || enemy.Position.X >=screenWidth*2) { enemy.IsNonExisting = true; return true; } // check if enemy hits the player if (player is Player && player.BoundingBox.Intersects(enemy.BoundingBox)) { increaseScore(((Enemy)enemy).Type); enemy.IsNonExisting = true; return true; } return false; }