247 {
251 if (dimensions.
X > 0f)
252 {
254 position.X -= num;
255 }
256 else
257 {
258 position.X += dimensions.X - num;
259 dimensions.X = 0f - dimensions.X +
lineWidth;
260 }
261 if (dimensions.
Y > 0f)
262 {
264 position.Y -= num;
265 }
266 else
267 {
268 position.Y += dimensions.Y - num;
269 dimensions.Y = 0f - dimensions.Y +
lineWidth;
270 }
272 {
273 return false;
274 }
283 {
288 };
290 bool result = false;
291 for (
int i = 0;
i <
array.Length;
i++)
292 {
294 {
296 result = true;
297 }
298 }
303 for (
int j = 0;
j <
array.Length;
j++)
304 {
308 float num5 = vector7.X * vector8.Y - vector7.Y *
vector8.X;
310 {
314 {
317 {
318 result = true;
320 }
321 }
322 }
324 num5 = vector7.X * vector8.Y - vector7.Y *
vector8.X;
326 {
327 continue;
328 }
332 {
335 {
336 result = true;
338 }
339 }
340 }
341 return result;
342 }
static byte Min(byte val1, byte val2)
static double Atan2(double y, double x)
static double Abs(double value)
static bool CheckAABBvAABBCollision(Vector2 position1, Vector2 dimensions1, Vector2 position2, Vector2 dimensions2)