private void HandleDamage(DrawablePhysicsObject crate) { if (crate.Position.X > player.Position.X && crate.Position.X < player.Position.X + player.Rectangle.Width && crate.Position.Y <= player.Position.Y) { hud.DecreaseHealth(50); } }
private void SpawnCrate(float x) { DrawablePhysicsObject crate; crate = new DrawablePhysicsObject(world, new Vector2(50.0f, 50.0f), false); crate.Position = new Vector2(x, 1); crate.Load(crateTexture); cratesAndBricks.Add(crate); }
private void SpawnBrick() { DrawablePhysicsObject brick; brick = new DrawablePhysicsObject(world, new Vector2(19.0f, 14.0f), false); brick.Position = new Vector2(random.Next(mapWidth), 1); brick.Load(brickTexture); cratesAndBricks.Add(brick); }
private void HandleDamage(DrawablePhysicsObject crate) { if (crate.Position.X > player.Position.X && crate.Position.X < player.Position.X + player.Rectangle.Width && crate.Position.Y <= player.Position.Y) hud.DecreaseHealth(50); }