/************************************************************************/ /* Detects collisions between for a GameObject on other objects */ /************************************************************************/ public bool checkCollision(GameObject go1, GameObject[] go2) { int i; for (i = 0; i < go2.Length; i++) { if (go1.BoundingBox.Intersects(go2[i].BoundingBox)) { return true; } } return false; }
private void initializeGameworld(ContentHolder contentHolder) { playerObject = new Player( contentHolder.texturePlayer, contentHolder.texturePlayerTurret, contentHolder.texturePlayerBullet, contentHolder.texturePlayerSpecal01, 0, 0, Vector2.Zero, 5000); gravityWell = new GameObject(contentHolder.textureGravityWell, playerObject.Position.X, playerObject.Position.Y, Vector2.Zero, 0); levelBounds = createBounds(); background01 = new Background(contentHolder.bg_variant0, playerObject.Velocity, levelBounds, 0, 0, 0.4f); background02 = new Background(contentHolder.bg_variant1, playerObject.Velocity, levelBounds, 0, 0, 0.2f); // The following should (and will, eventually) be loaded by reading a file generated by an editor, // so this is temp, testing etc particleSystem.newEmitter(contentHolder.particle_smoke, getPlayer().Position, 0, 200, 12, false, getPlayer().Velocity); rocks.Add(new Collidable(contentHolder.textureRock01, 150, 300, Vector2.Zero, true, 600)); rocks.Add(new Collidable(contentHolder.textureRock02, -250, -330, Vector2.Zero, true, 400)); rocks.Add(new Collidable(contentHolder.textureRock01, 500, 300, Vector2.Zero, true, 100)); rocks.Add(new Collidable(contentHolder.textureRock02, -100, 250, Vector2.Zero, true, 250)); rocks.Add(new Collidable(contentHolder.textureRock01, 0, -250, new Vector2(0, -2), true, 200)); //for (int i = 0; i < 20; i++) //{ // enemies.Add(new Enemy(contentHolder.textureEnemy01, contentHolder.texturePlayerTurret, contentHolder.texturePlayerBullet, i * 20 + 200, i * 20 + 200, Vector2.Zero, 1000)); //} }