private WorldObject[][] GetCollisions()
{
List<WorldObject[]> collisions = new List<WorldObject[]>();
for (int i = 0; i < worldObjects.GetLength(0); i += 1)
{
WorldObject object1 = worldObjects[i];
if (!(object1 is Explosion))
{
for (int j = i + 1; j < worldObjects.GetLength(0); j += 1)
{
WorldObject object2 = worldObjects[j];
if (!(object2 is Explosion))
{
float distance = Vector2.Distance(object1.Position, object2.Position);
if (distance < object1.Radius + object2.Radius)
{
WorldObject[] collision = { object1, object2 };
collisions.Add(collision);
}
}
}
}
}
return collisions.ToArray<WorldObject[]>();
}