public override Vector2 GetCenter() { return new Vector2( Parent.Position.X + RelativePosition.X * (float)(-Math.Sin(Parent.Rotation)), Parent.Position.Y + RelativePosition.Y * (float)(Math.Cos(Parent.Rotation)) ); }
private bool Intersects(CollisionCircle element) { float dx = element.GetCenter().X - GetCenter().X; float dy = element.GetCenter().Y - GetCenter().Y; float radii = Radius + element.Radius; if ((dx * dx) + (dy * dy) < radii * radii) { return(true); } return(false); }