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I am learning about collision detection using rectangles.I created a simple project in which we control the player with arrow keys and if he touches the ball,a new ball will appear.However,a new ball does not appear when I touch the player with the ball.The code:

Main game:
C#
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame4
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public static Texture2D player, ball;
        public static GraphicsDeviceManager graphics;
        public static SpriteBatch spriteBatch;
        public static KeyboardState state;
        public static SpriteFont font;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            new Ball();
            new Player();
 
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            player = Content.Load<Texture2D>("player");
            ball = Content.Load<Texture2D>("ball");
            font = Content.Load<SpriteFont>("SpriteFont1");

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            state = Keyboard.GetState();
            Player.Update();
            // TODO: Add your update logic here
            new NewCol();
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            Ball.Draw();
            Player.Draw();
            NewCol.Collision();
            
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}


Ball class:
C#
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame4
{
    class Ball
    {
        private static int width = 500;
        private static int height = 300;
        public static Vector2 ballloc = new Vector2(width, height);
        public Ball()
        { }
        public static void Draw()
        {
            Game1.spriteBatch.Begin();
            Game1.spriteBatch.Draw(Game1.ball, ballloc, Color.White);
            Game1.spriteBatch.DrawString(Game1.font, "ball width=" + width + "ball height=" + height, new Vector2(0, 0), Color.Black);
            Game1.spriteBatch.End();
        }
    }
}

Player class:
C#
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame4
{
    class Player
    {
        private static int width = 0;
        private static int height = 0;
        public static Vector2 playerloc = new Vector2(width, height);
        public Player()
        { }
        public static void Draw()
        { Vector2 playerloc = new Vector2(width, height);
            Game1.spriteBatch.Begin();
            Game1.spriteBatch.Draw(Game1.player, playerloc, Color.White);
            Game1.spriteBatch.DrawString(Game1.font, "player width=" + width + "player height=" + height, new Vector2(50, 50), Color.Black);
            Game1.spriteBatch.End();
        }
        public static void Update()
        { Vector2 playerloc = new Vector2(width, height);
            if (Game1.state.IsKeyDown(Keys.Up))
            { height = height - 1; }
            if (Game1.state.IsKeyDown(Keys.Down))
            { height = height + 1; }
            if (Game1.state.IsKeyDown(Keys.Left))
            { width = width - 1; }
            if (Game1.state.IsKeyDown(Keys.Right))
            { width = width + 1; }
        }
    }
}

Collision Detection class:
C#
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame4
{
    class NewCol
    {
        static Rectangle playerrect = new Rectangle((int)Player.playerloc.X, (int)Player.playerloc.Y, Game1.player.Width, Game1.player.Height);
        static Rectangle ballrect = new Rectangle((int)Ball.ballloc.X, (int)Ball.ballloc.Y, Game1.ball.Width, Game1.ball.Height);
        public NewCol()
        { }
        public static void Collision()
        {
            if (playerrect.Intersects(ballrect))
            {
                Game1.spriteBatch.Begin();
                Game1.spriteBatch.Draw(Game1.ball, new Vector2(100, 100), Color.White);
                Game1.spriteBatch.End();
            }
        }
    }
    
}


Please tell me what to do and correct the code.
It's very important for me.
Posted
Comments
George Jonsson 16-Sep-14 6:33am    
Does this code even compile?
swapnil999 16-Sep-14 6:47am    
It does.

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