As I said before, my problem is not about the collision checking.
My problem is how to attach collisions to every sprites in the emitter.
If my code is correct. Why it's just attach one AAR at the first sprite?
Use For loop and/or foreach to check each sprite in the spriteList and attach collision to each sprite.
Why it's just attach to the first? What's about the remain sprites?
OK, I changed from AAR to a simple circle shape.
Edit---
If you really want to see the code.
Initialize Method:
Code:
bullet1Collision = ShapeManager.AddCircle();
bullet1Collision.Color = Color.Red;
// Setup bullet1 Emitter
bullet1 = new Emitter();
bullet1.Texture = FlatRedBallServices.Load<Texture2D>("Content/Objects/Entity1");
bullet1.EmissionSettings.VelocityRangeType = RangeType.Cone;
bullet1.EmissionSettings.WedgeSpread = 0;
bullet1.EmissionSettings.RadialVelocity = 5;
bullet1.EmissionSettings.AlphaRate = -.1f;
bullet1.RotationZVelocity = 4;
bullet1.TimedEmission = true;
bullet1.SecondFrequency = .05f;
bullet1.RemovalEvent = Emitter.RemovalEventType.Alpha0;
SpriteManager.AddEmitter(bullet1);
bullet1SpriteList = new SpriteList();
bullet1.Emit(bullet1SpriteList);
foreach (Sprite sprite in bullet1SpriteList)
{
bullet1Collision.AttachTo(sprite, false);
}
Update Method:
Code:
bullet1.TimedEmit(bullet1SpriteList);
This is the result :

If you see the red circle around the sprite. that's a circle shape that I attached to them.
But it's not attach to the other sprites.
I've waited for the answer for almost two days. Please help.