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XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition

You're reading from   XNA 4.0 Game Development by Example: Beginner's Guide - Visual Basic Edition Create your own exciting games with Visual Basic and Microsoft XNA 4.0

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849692403
Length 424 pages
Edition 1st Edition
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (16) Chapters Close

XNA 4.0 Game Development by Example – Visual Basic Edition Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introducing XNA Game Studio FREE CHAPTER 2. Flood Control – Underwater Puzzling 3. Flood Control – Smoothing Out the Rough Edges 4. Asteroid Belt Assault – Lost in Space 5. Asteroid Belt Assault – Special Effects 6. Robot Rampage – Multi-Axis Mayhem 7. Robot Rampage – Lots and Lots of Bullets 8. Gemstone Hunter - Put on your Platform Shoes 9. Gemstone Hunter—Standing on your Own Two Pixels Index

Time for action – player shot collisions


  1. Add the checkShotToEnemy() method to the CollisionManager class:

    Private Sub checkShotToEnemyCollisions()
        For Each shot As Sprite in _playerManager.PlayerShotManager.Shots
            For Each thisEnemy As Enemy in _enemyManager.Enemies
                If shot.IsCircleColliding(
                    thisEnemy.EnemySprite.Center,
                    thisEnemy.EnemySprite.CollisionRadius) Then
    
                    shot.Location = offScreen
                    thisEnemy.Destroyed = true
                    _playerManager.PlayerScore += enemyPointValue
                    _explosionManager.AddExplosion(
                        thisEnemy.EnemySprite.Center,
                        thisEnemy.EnemySprite.Velocity/10)
                End If
            Next
        Next
    End Sub
  2. Add the checkShotToAsteroid() method to the CollisionManager class:

    Private Sub checkShotToAsteroidCollisions()
        For Each shot As Sprite in _playerManager.PlayerShotManager.Shots
            For Each asteroid As Sprite in _asteroidManager...
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