public bool IsCollided(Rectangle aBox) { if ((aBox.X > this.boundingBox.X - this.boundingBox.Width) && (aBox.X < this.boundingBox.X + this.boundingBox.Width) // Figure out if aBox is between the left and right of the box && (aBox.Y > this.boundingBox.Y - this.boundingBox.Height) && (aBox.Y < this.boundingBox.Y + this.boundingBox.Height)) // Figure out if aBox is between the top and bottom of the box return true; else return false; } // Check to see if a bullet has collided with enemy for (int i = 0; i < this.bullet.Length; i++) { for (int j = 0; j < this.enemy.Length; j++) { if (this.enemy[j] != null) { if (this.enemy[j].collisionBox.IsCollided(this.bullet[i].collisionBox.Position)) //if (this.bullet[i].collisionBox.IsCollided(this.enemy[j].collisionBox.Position)) { //this.enemy[j].EnemySprite.IsMoving = false; //this.enemy[j].EnemySprite.IsVisible = false; Debug.WriteLine("Hit: " + j + "!!!!"); Debug.WriteLine("Enemy: " + ( this.enemy[j].collisionBox.Position.Y + this.enemy[j].collisionBox.Position.Height)); Debug.WriteLine("Bullet: " + this.bullet[i].collisionBox.Position.Y); this.Exit(); } } } }