public bool IsCollided(Rectangle aBox)
{
if ((aBox.X > this.boundingBox.X - this.boundingBox.Width) && (aBox.X < this.boundingBox.X + this.boundingBox.Width) // Figure out if aBox is between the left and right of the box
&& (aBox.Y > this.boundingBox.Y - this.boundingBox.Height) && (aBox.Y < this.boundingBox.Y + this.boundingBox.Height)) // Figure out if aBox is between the top and bottom of the box
return true;
else
return false;
}
// Check to see if a bullet has collided with enemy
for (int i = 0; i < this.bullet.Length; i++)
{
for (int j = 0; j < this.enemy.Length; j++)
{
if (this.enemy[j] != null)
{
if (this.enemy[j].collisionBox.IsCollided(this.bullet[i].collisionBox.Position))
//if (this.bullet[i].collisionBox.IsCollided(this.enemy[j].collisionBox.Position))
{
//this.enemy[j].EnemySprite.IsMoving = false;
//this.enemy[j].EnemySprite.IsVisible = false;
Debug.WriteLine("Hit: " + j + "!!!!");
Debug.WriteLine("Enemy: " + ( this.enemy[j].collisionBox.Position.Y + this.enemy[j].collisionBox.Position.Height));
Debug.WriteLine("Bullet: " + this.bullet[i].collisionBox.Position.Y);
this.Exit();
}
}
}
}