示例#1
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            if ((Ammo > 0 && GunTimer.Ready == true) || MaxAmmo == 0)
            {
                Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;
                Game1.soundElectro.Play(1f, (float)(Globals.GlobalRandom.NextDouble()) / 2f, 0f);
                Ammo--;

                fireRay(barrel, destination);

                if (Owner is Player)
                {
                    for (int i = 0; i < 3; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["Lightning"], 16, -1));
                    }
                    for (int i = 0; i < 1; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["LightningBig"], 16, -1));
                    }
                    for (int i = 0; i < 1; i++)
                    {
                        Game1.mapLive.mapLightings.Add(new Lightning(barrel, destination.Vector2, Game1.Textures["lightningChain"], 16, -3, 3f));
                    }
                }

                GunTimer.Reset();

                return(true);
            }

            return(false);
        }
示例#2
0
        private void fireRay(Vector2 rayStart, Vector2Object RayDestination)
        {
            if (RayDestination != null && RayDestination.Vector2 != null)
            {
                if (Owner is Player)
                {
                    _line = new LineSegmentF(rayStart, RayDestination.Vector2);
                }
                if (Owner is Inpc)
                {
                    _line = new LineSegmentF((Owner as Inpc).Boundary.Origin, RayDestination.Vector2);
                }

                if (RayDestination.Object != null && RayDestination.Object is Inpc && (RayDestination.Object as Inpc).Friendly == false)
                {
                    (RayDestination.Object as Inpc).Push(_line.NormalizedWithZeroSolution() * _velocityAdd * 0.5f);
                    (RayDestination.Object as Inpc).Stun();
                    (RayDestination.Object as Inpc).KineticDamage(Damage);
                }
                if (RayDestination.Object != null)
                {
                    if (RayDestination.Object is Map || RayDestination.Object is Player)
                    {
                        Game1.mapLive.mapParticles.Add(new ParticleLaserDest(RayDestination.Vector2));
                    }
                    if (RayDestination.Object is IRectanglePhysics)
                    {
                    }
                }
            }
        }
示例#3
0
        public static Vector2Object WeaponRayObstruction(RectangleF boundary, LineSegmentF ray, object whoShoots)
        {
            Vector2Object withBoundary = NearestVector(boundary.Origin, LineIntersectionRectangle(Game1.mapLive.MapBoundary, new LineObject(whoShoots, ray)));
            Vector2Object withMap      = NearestVector(boundary.Origin, LineVsMap(Game1.mapLive.MapTree, new LineObject(Game1.mapLive, ray)));
            Vector2Object withMovables = NearestFromRectangles(boundary.Origin, new LineObject(whoShoots, ray), Game1.mapLive.MapMovables);

            List <Vector2Object> vectorsToCompare = new List <Vector2Object>();

            if (withBoundary != null)
            {
                vectorsToCompare.Add(withBoundary);
            }

            if (withMap != null)
            {
                vectorsToCompare.Add(withMap);
            }

            if (withMovables != null)
            {
                vectorsToCompare.Add(withMovables);
            }

            if (NearestVector(boundary.Origin, vectorsToCompare) != null)
            {
                return(NearestVector(boundary.Origin, vectorsToCompare));
            }
            return(new Vector2Object(null, ray.End));
        }
示例#4
0
        public void Update(Map map)
        {
            Update(map, this);
            PlayerTakeDamage(5, this);
            DamageToNPC(map, this);

            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
            }


            if (_wet == true)
            {
                Game1.mapLive.MapProjectiles.Remove(this);
            }
            else
            {
                if (CompareF.LineVsMap(map.WaterTree, _track).Count > 0)
                {
                    _velocity /= 4;
                }
            }
        }
示例#5
0
 protected override void AfterCollision(Map map, Vector2Object hit)
 {
     for (int i = 0; i < 3; i++)
     {
         Game1.mapLive.mapParticles.Add(new ParticleSpark(hit.Vector2));
     }
 }
示例#6
0
 private void Damage(Vector2Object position, Inpc npc)
 {
     npc.Stun();
     npc.KineticDamage(_damage);
     npc.Push(_velocity * 0.5f);
     Game1.mapLive.MapProjectiles.Remove(this);
 }
示例#7
0
 public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
 {
     if (_module.Fire(rayEnlonged, destination) == true)
     {
         return(true);
     }
     return(false);
 }
示例#8
0
 protected override void AfterCollision(Map map, Vector2Object hit)
 {
     Explosion.Explode(hit.Vector2, _damage);
     if (_wet == false)
     {
         _trail.LeftParticle();
     }
 }
示例#9
0
        protected virtual void Update(Map map, IProjectile projectile)
        {
            Vector2Object hitPos = null;

            UpdateLine();
            OutOfmap(projectile, out hitPos);
            RemoveOnMapCollision(map.MapTree, projectile, out hitPos);
            GetWet(map);
        }
示例#10
0
        protected override void AfterCollision(Map map, Vector2Object hit)
        {
            foreach (Inpc npc in map.MapNpcs)
            {
                LightningAttack.StrikeLightning(_position, npc, _damage);
            }

            for (int i = 0; i < 8; i++)
            {
                Game1.mapLive.mapParticles.Add(new ParticleBlackDrop(hit.Vector2, _velocity, Game1.Textures["BlackParticle"]));
            }
        }
示例#11
0
        protected bool OutOfmap(IProjectile projectile, out Vector2Object hitPos)
        {
            hitPos = null;

            if (CompareF.LineIntersectionRectangle(Game1.mapLive.MapBoundary, _track).Count > 0)
            {
                hitPos = CompareF.NearestVector(_track.Line.Start, CompareF.LineIntersectionRectangle(Game1.mapLive.MapBoundary, _track));
                Game1.mapLive.MapProjectiles.Remove(projectile);
                return(true);
            }
            return(false);
        }
示例#12
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (GunTimer.Ready == true)
            {
                Game1.sound.Play(1f, (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new Projectile(Damage, rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner));
                return(true);
            }
            return(false);
        }
示例#13
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (GunTimer.Ready == true)
            {
                Sound.PlaySoundSimple(Game1.sound, 1f, (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new Projectile((short)(Damage + OwnerGun.DamagePlus), CompareF.RotateVector2(rayEnlonged.NormalizedWithZeroSolution(), (float)((Globals.GlobalRandom.NextDouble() - 0.5f) * (Dispersion + OwnerGun.DispersionPlus))) * (VelocityOfProjectile + OwnerGun.VelocityOfProjectile), barrel, Owner));
                return(true);
            }
            return(false);
        }
示例#14
0
        protected override void Update(Map map, IProjectile projectile)
        {
            Vector2Object hitPos = null;

            UpdateLine();

            if (OutOfmap(projectile, out hitPos) == true || RemoveOnMapCollision(map.MapTree, projectile, out hitPos) == true || CollisionWithMovables(map, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            _wetPreviousFrame = _wet;
            GetWet(map);
        }
示例#15
0
        public static Vector2Object RaySegmentCalc(Vector2 origin, LineSegmentF ray, object whoShoots)
        {
            Vector2Object withBoundary = NearestVector(origin, LineIntersectionRectangle(Game1.mapLive.MapBoundary, new LineObject(whoShoots, ray)));
            Vector2Object withNpcs     = NearestFromRectangles(origin, new LineObject(whoShoots, ray), Game1.mapLive.MapNpcs);
            Vector2Object withMap      = NearestVector(origin, LineVsMap(Game1.mapLive.MapTree, new LineObject(Game1.mapLive, ray)));
            Vector2Object withMovables = NearestFromRectangles(origin, new LineObject(whoShoots, ray), Game1.mapLive.MapMovables);
            Vector2Object withPlayer   = NearestVector(origin, LineIntersectionRectangle(Game1.PlayerInstance.Boundary, new LineObject(Game1.PlayerInstance, ray)));

            List <Vector2Object> vectorsToCompare = new List <Vector2Object>();

            if (withBoundary != null)
            {
                vectorsToCompare.Add(withBoundary);
            }

            if (withMap != null)
            {
                vectorsToCompare.Add(withMap);
            }

            if (withMovables != null)
            {
                vectorsToCompare.Add(withMovables);
            }

            if (whoShoots is Player)
            {
                if (withNpcs != null)
                {
                    vectorsToCompare.Add(withNpcs);
                }
            }

            if (whoShoots is Inpc)
            {
                if (withPlayer != null)
                {
                    vectorsToCompare.Add(withPlayer);
                }
            }

            if (NearestVector(origin, vectorsToCompare) != null)
            {
                return(NearestVector(origin, vectorsToCompare));
            }
            else
            {
                return(new Vector2Object(null, ray.End));
            }
        }
示例#16
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Game1.soundFlamb.Play((float)((1f / 2f) + Globals.GlobalRandom.NextDouble() / 2f), (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new FlameProjectile(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, 16));
                _muzzleAlpha = 1f;
                Ammo--;
                return(true);
            }
            return(false);
        }
示例#17
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Sound.PlaySoundSimple(Game1.soundVortex, (float)((1f / 2f) + Globals.GlobalRandom.NextDouble() / 2f), (float)(Globals.GlobalRandom.NextDouble() - 0.5f) / 2f, 0f);
                Ammo--;
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new EnergyBall(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, Damage));
                Kick(4);
                return(true);
            }
            return(false);
        }
示例#18
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (Ammo > 0 && GunTimer.Ready == true)
            {
                Ammo--;
                GunTimer.Reset();
                Game1.mapLive.MapProjectiles.Add(new Rocket(rayEnlonged.NormalizedWithZeroSolution() * VelocityOfProjectile, barrel, Owner, 64));
                _muzzleAlpha = 1;
                Kick(8);
                return(true);
            }
            return(false);
        }
示例#19
0
 private bool fireRay(Vector2 rayStart, Vector2Object RayDestination)
 {
     if (RayDestination != null && RayDestination.Vector2 != null)
     {
         if (RayDestination.Object != null && RayDestination.Object is Inpc && (RayDestination.Object as Inpc).Friendly == false)
         {
             (RayDestination.Object as Inpc).Push(_line.NormalizedWithZeroSolution() * _velocityAdd * 0.1f);
             (RayDestination.Object as Inpc).Stun();
             (RayDestination.Object as Inpc).KineticDamage(Damage);
         }
         if (RayDestination.Object != null && (RayDestination.Object is Map || RayDestination.Object is Player))
         {
             Game1.mapLive.mapParticles.Add(new ParticleLaserDest(RayDestination.Vector2));
         }
         return(true);
     }
     return(false);
 }
示例#20
0
        public bool Fire(LineSegmentF rayEnlonged, Vector2Object destination)
        {
            Vector2 barrel = rayEnlonged.Start + rayEnlonged.NormalizedWithZeroSolution() * GunBarrel;

            if (destination != null && destination != null)
            {
                if (Owner is Player)
                {
                    _line = new LineSegmentF(rayEnlonged.Start, destination.Vector2);
                }
                if (Owner is Inpc)
                {
                    _line = new LineSegmentF((Owner as Inpc).Boundary.Origin, destination.Vector2);
                }
            }

            _rotation = rayEnlonged.ToAngle();

            if ((Ammo > 0 && GunTimer.Ready == true) || MaxAmmo == 0)
            {
                Ammo--;
                SetOn();
                fireRay(barrel, destination);

                GunTimer.Reset();

                if (destination != null && destination != null)
                {
                    if (Owner is Player)
                    {
                    }
                    if (Owner is Inpc)
                    {
                        //Game1.PlayerIns.Push(LineSegmentF.SegmentToNormalizedVector((Owner as Enemy).Ray) * 0.02f);
                    }
                }

                return(true);
            }

            return(false);
        }
示例#21
0
        public void Update(Map map)
        {
            base.Update(map, this);

            foreach (Inpc npc in map.MapNpcs)
            {
                if (npc.Friendly == false)
                {
                    List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(npc, new LineObject(npc, _track.Line));

                    if ((intersections?.Count > 0 || CompareF.RectangleVsVector2(npc.Boundary, _track.Line.End) == true) && (_from is Player))
                    {
                        Damage(npc);
                        AfterCollision(map, new Vector2Object(npc, _position));
                        map.MapProjectiles.Remove(this);
                        break;
                    }
                }
            }

            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (_wet == true)
            {
                _velocity /= 4;
            }
        }
示例#22
0
        public static Vector2Object NearestVector(Vector2 origin, List <Vector2Object> vectors)
        {
            if (vectors != null)
            {
                Vector2Object nearest          = null;
                float         shortestDistance = float.PositiveInfinity;

                foreach (Vector2Object vector in vectors)
                {
                    if (LineSegmentF.Lenght(origin, vector.Vector2) < shortestDistance)
                    {
                        shortestDistance = LineSegmentF.Lenght(origin, vector.Vector2);
                        nearest          = vector;
                    }
                }
                return(nearest);
            }
            else
            {
                return(null);
            }
        }
示例#23
0
        protected virtual bool CollisionWithMovables(Map map, IProjectile projectile, out Vector2Object hit)
        {
            foreach (IRectanglePhysics rec in map.MapMovables)
            {
                List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(rec, new LineObject(rec, _track.Line));

                if (intersections?.Count > 0)
                {
                    Game1.mapLive.MapProjectiles.Remove(projectile);
                    hit = CompareF.NearestVector(_track.Line.Start, intersections);
                    return(true);
                }

                if (CompareF.RectangleVsVector2(rec, _track.Line.End) == true)
                {
                    Game1.mapLive.MapProjectiles.Remove(projectile);
                    hit = new Vector2Object(rec, _track.Line.End);
                    return(true);
                }
            }
            hit = null;
            return(false);
        }
示例#24
0
 protected override void AfterCollision(Map map, Vector2Object hit)
 {
 }
示例#25
0
        public void Update(Map map)
        {
            UpdateLine();

            _hurtTimer.Update();

            List <Vector2Object> intersectionsPlayer = CompareF.LineIntersectionRectangle(Game1.PlayerInstance.Boundary, new LineObject(Game1.PlayerInstance, _track.Line));

            if (intersectionsPlayer?.Count > 0 && (_from is Inpc))
            {
                Game1.PlayerInstance.TakeDamage(5);
            }

            foreach (Inpc npc in map.MapNpcs)
            {
                if (npc.Friendly == false)
                {
                    List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(npc, new LineObject(npc, _track.Line));

                    if ((intersections != null && intersections.Count > 0 && (_from is Player)) || CompareF.RectangleVsVector2(npc.Boundary, _track.Line.End) == true)
                    {
                        if (_hurtTimer.Ready == true)
                        {
                            npc.Stun();
                            npc.KineticDamage(_damage);
                            npc.Push(_velocity * 0.1f);
                            _hurtTimer.Reset();
                            i++;
                        }
                        break;
                    }

                    if (i > 4)
                    {
                        Game1.mapLive.MapProjectiles.Remove(this);
                    }
                }
            }

            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
                BurstParticles(hitPos.Vector2);
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
                BurstParticles(hitPos.Vector2);
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
                BurstParticles(hitPos.Vector2);
            }

            GetWet(map);
            if (_wet)
            {
                Game1.mapLive.MapProjectiles.Remove(this);
            }

            _velocity.Y += 0.03f;

            _trailTimer.Update();

            if (_trailTimer.Ready == true)
            {
                List <Vector2> vectors = LineSegmentF.PointsOnLine(_position, _oldInterpol, 64);

                Vector2 random = new Vector2(Globals.GlobalRandom.Next(-_maximums, _maximums + 1), Globals.GlobalRandom.Next(-_maximums, _maximums + 1));

                foreach (Vector2 vector in vectors)
                {
                    for (int i = 0; i < 3; i++)
                    {
                        Game1.mapLive.mapParticles.Add(new ParticleCircleFlame(vector + new Vector2(Globals.GlobalRandom.Next(-16, 17), Globals.GlobalRandom.Next(-16, 17)), Game1.Textures["FlameCircle"]));
                    }
                }

                _trailTimer.Reset();

                _oldInterpol = _position + random;
            }

            _trail.Update(_position, _velocity, 1);
        }
示例#26
0
        public void Update(Map map)
        {
            _size = (float)Math.Sin(Game1.Time * 32) / 8 + 0.5f;
            _particleTime.Update();

            if (_ballTime.Ready)
            {
                _effects.Add(new EnerergyCircle(new CircleF(_position, 16), 16, _velocity));

                _ballTime.Reset();
            }

            List <Vector2> trackVectors = LineSegmentF.PointsOnLine(_position, _oldPosition, 64);

            if (_particleTime.Ready == true)
            {
                foreach (Vector2 vector in trackVectors)
                {
                    Game1.mapLive.mapParticles.Add(new ParticleBlackDrop(vector, _velocity, Game1.Textures["BlackParticle"]));
                }
                _particleTime.Reset();
            }

            UpdateLine();
            _lightTime.Update();
            _ballTime.Update();
            GetWet(map);

            int j = 0;

            foreach (Inpc npc in map.MapNpcs.Reverse <Inpc>())
            {
                if (j < 8)
                {
                    if (npc.Friendly == false)
                    {
                        List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(npc, new LineObject(npc, _track.Line));

                        if (intersections != null && intersections.Count > 0)
                        {
                            Damage(npc, this);
                            break;
                        }
                        else if (CompareF.RectangleVsVector2(npc.Boundary, _track.Line.End) == true)
                        {
                            Damage(npc, this);
                            break;
                        }

                        if (_lightTime.Ready)
                        {
                            if (LightningAttack.StrikeLightning(_position, npc, _damage) == true)
                            {
                                j++;
                            }
                            _lightTime.Reset();
                        }
                    }
                }
            }
            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (_wet == true)
            {
                Game1.mapLive.MapProjectiles.Remove(this);
            }

            foreach (IEffect effect in _effects.Reverse <IEffect>())
            {
                effect.Update(_effects);
            }
        }
示例#27
0
 protected override void AfterCollision(Map map, Vector2Object hit)
 {
     Explosion.ExplodeSmall(_position, _damage);
 }
示例#28
0
        public void Update(Map map)
        {
            if (_wet == false)
            {
                _trail.Update(_position, _velocity, 1);
            }
            UpdateLine();
            _bubbleTime.Update();

            _InWater = false;

            if (CompareF.LineBoundaryVsMap(map.WaterTree, _track).Count > 0)
            {
                _InWater = true;

                if (_bubbleTime.Ready == true)
                {
                    Game1.mapLive.mapParticles.Add(new ParticleBubble(_position));
                    _bubbleTime.Reset();
                }
            }

            if (_wet == true && _wet != _wetPreviousFrame)
            {
                _velocity /= 4;
                _trail.LeftParticle();
            }

            foreach (Inpc npc in map.MapNpcs)
            {
                if (npc.Friendly == false)
                {
                    List <Vector2Object> intersections = CompareF.LineIntersectionRectangle(npc, new LineObject(npc, _track.Line));

                    if ((intersections?.Count > 0 || CompareF.RectangleVsVector2(npc.Boundary, _track.Line.End) == true) && (_from is Player))
                    {
                        Damage(new Vector2Object(npc, _position), npc);
                        AfterCollision(map, new Vector2Object(npc, _position));
                        break;
                    }
                }
            }

            Vector2Object hitPos = null;

            if (OutOfmap(this, out hitPos) == true)
            {
                AfterCollision(map, new Vector2Object(Game1.mapLive, _position));
            }

            if (CollisionWithMovables(map, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            if (RemoveOnMapCollision(map.MapTree, this, out hitPos) == true)
            {
                AfterCollision(map, hitPos);
            }

            _velocity = CompareF.RotateVector2(_velocity, (float)(Math.Sin(Game1.Time * 16) / 64f));

            _timeTrail.Update();

            if (_timeTrail.Ready == true || _wet == true)
            {
                if (_wet == false)
                {
                    List <Vector2> vectors = LineSegmentF.PointsOnLine(_position.ShiftOverDistance(32, (float)(CompareF.VectorToAngle(_velocity) + Math.PI)), _oldInterpol, 64);

                    foreach (Vector2 vector in vectors)
                    {
                        for (int i = 0; i < 3; i++)
                        {
                            Game1.mapLive.mapParticles.Add(new ParticleCircleSmoke(vector + new Vector2(Globals.GlobalRandom.Next(-8, 9), Globals.GlobalRandom.Next(-8, 9)), Game1.Textures["SmokeCircle"]));
                        }
                    }
                }

                _timeTrail.Reset();
                _oldInterpol = _position;
            }

            _wetPreviousFrame = _wet;
            GetWet(map);
        }
示例#29
0
 protected abstract void AfterCollision(Map map, Vector2Object hit);
示例#30
0
        protected bool RemoveOnMapCollision(MapTreeHolder map, IProjectile projectile, out Vector2Object hit)
        {
            hit = null;

            if (CompareF.LineVsMap(map, _track).Count > 0)
            {
                hit = CompareF.NearestVector(_track.Line.Start, CompareF.LineVsMap(map, _track));
                Game1.mapLive.MapProjectiles.Remove(projectile);
                return(true);
            }
            return(false);
        }