CollisionManager.cs 4.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using Microsoft.Xna.Framework;
  6. namespace Asteroid_Belt_Assault
  7. {
  8. class CollisionManager
  9. {
  10. private AsteroidManager asteroidManager;
  11. private PlayerManager playerManager;
  12. private EnemyManager enemyManager;
  13. private ExplosionManager explosionManager;
  14. private Vector2 offScreen = new Vector2(-500, -500);
  15. private Vector2 shotToAsteroidImpact = new Vector2(0, -20);
  16. private int enemyPointValue = 100;
  17. public CollisionManager(
  18. AsteroidManager asteroidManager,
  19. PlayerManager playerManager,
  20. EnemyManager enemyManager,
  21. ExplosionManager explosionManager)
  22. {
  23. this.asteroidManager = asteroidManager;
  24. this.playerManager = playerManager;
  25. this.enemyManager = enemyManager;
  26. this.explosionManager = explosionManager;
  27. }
  28. private void checkShotToEnemyCollisions()
  29. {
  30. foreach (Sprite shot in playerManager.PlayerShotManager.Shots)
  31. {
  32. foreach (Enemy enemy in enemyManager.Enemies)
  33. {
  34. if (shot.IsCircleColliding(
  35. enemy.EnemySprite.Center,
  36. enemy.EnemySprite.CollisionRadius))
  37. {
  38. shot.Location = offScreen;
  39. enemy.Destroyed = true;
  40. playerManager.PlayerScore += enemyPointValue;
  41. explosionManager.AddExplosion(
  42. enemy.EnemySprite.Center,
  43. enemy.EnemySprite.Velocity / 10);
  44. }
  45. }
  46. }
  47. }
  48. private void checkShotToAsteroidCollisions()
  49. {
  50. foreach (Sprite shot in playerManager.PlayerShotManager.Shots)
  51. {
  52. foreach (Sprite asteroid in asteroidManager.Asteroids)
  53. {
  54. if (shot.IsCircleColliding(
  55. asteroid.Center,
  56. asteroid.CollisionRadius))
  57. {
  58. shot.Location = offScreen;
  59. asteroid.Velocity += shotToAsteroidImpact;
  60. }
  61. }
  62. }
  63. }
  64. private void checkShotToPlayerCollisions()
  65. {
  66. foreach (Sprite shot in enemyManager.EnemyShotManager.Shots)
  67. {
  68. if (shot.IsCircleColliding(
  69. playerManager.playerSprite.Center,
  70. playerManager.playerSprite.CollisionRadius))
  71. {
  72. shot.Location = offScreen;
  73. playerManager.Destroyed = true;
  74. explosionManager.AddExplosion(
  75. playerManager.playerSprite.Center,
  76. Vector2.Zero);
  77. }
  78. }
  79. }
  80. private void checkEnemyToPlayerCollisions()
  81. {
  82. foreach (Enemy enemy in enemyManager.Enemies)
  83. {
  84. if (enemy.EnemySprite.IsCircleColliding(
  85. playerManager.playerSprite.Center,
  86. playerManager.playerSprite.CollisionRadius))
  87. {
  88. enemy.Destroyed = true;
  89. explosionManager.AddExplosion(
  90. enemy.EnemySprite.Center,
  91. enemy.EnemySprite.Velocity / 10);
  92. playerManager.Destroyed = true;
  93. explosionManager.AddExplosion(
  94. playerManager.playerSprite.Center,
  95. Vector2.Zero);
  96. }
  97. }
  98. }
  99. private void checkAsteroidToPlayerCollisions()
  100. {
  101. foreach (Sprite asteroid in asteroidManager.Asteroids)
  102. {
  103. if (asteroid.IsCircleColliding(
  104. playerManager.playerSprite.Center,
  105. playerManager.playerSprite.CollisionRadius))
  106. {
  107. explosionManager.AddExplosion(
  108. asteroid.Center,
  109. asteroid.Velocity / 10);
  110. asteroid.Location = offScreen;
  111. playerManager.Destroyed = true;
  112. explosionManager.AddExplosion(
  113. playerManager.playerSprite.Center,
  114. Vector2.Zero);
  115. }
  116. }
  117. }
  118. public void CheckCollisions()
  119. {
  120. checkShotToEnemyCollisions();
  121. checkShotToAsteroidCollisions();
  122. if (!playerManager.Destroyed)
  123. {
  124. checkShotToPlayerCollisions();
  125. checkEnemyToPlayerCollisions();
  126. checkAsteroidToPlayerCollisions();
  127. }
  128. }
  129. }
  130. }