private void CheckDiamondCol(Rectangle[] multrec, Level level, Player speler) { foreach (Diamant D in level.DiamantObj) { if (CheckRectangleCollision(multrec[3], D.Rect) == true || CheckRectangleCollision(multrec[0], D.Rect) == true ||CheckRectangleCollision(multrec[2], D.Rect) == true||CheckRectangleCollision(multrec[1], D.Rect) == true) //colision op onderste col rect met collision rect van elementen dirt { SaveD = D; score++; ELeven++; if(ELeven ==10) { extraleven = true; ELeven = 0; } } } level.DiamantObj.Remove(SaveD); SaveD = new Diamant(); }
public void CreateWorld() { dirtobject = new List<Dirt>(); leegObject = new List<Leeg>(); DiamantObj = new List<Diamant>(); Finish = new List<Finale>(); for (int x = 0; x < 23; x++) { for (int y = 0; y < 100; y++) { if (inttileArray[x, y] >= 1 && inttileArray[x, y] < 6) { Dirt g = new Dirt(((x) * 75) , ((y) * 75), inttileArray[x, y]); dirtobject.Add(g); } else if (inttileArray[x, y] == 0 ) { Leeg L = new Leeg(((x) * 75) , ((y)* 75) ); leegObject.Add(L); } else if (inttileArray[x, y] == 6) { Leeg L = new Leeg(((x) * 75), ((y) * 75)); leegObject.Add(L); Diamant D = new Diamant((x * 75)+20, (y * 75)+30); DiamantObj.Add(D); } else if(inttileArray[x, y] == 7 || inttileArray[x, y] == 8) { Finale F = new Finale(x*75, y*75, inttileArray[x, y]); Finish.Add(F); } } } }