Beispiel #1
0
        // Function for if player is beeing shot.
        private void checkShotToPlayerCollisions()
        {
            // Run for all enemy shots.
            foreach (Sprite shot in enemyManager.EnemyShotManager.Shots)
            {
                // Check if shot is colliding with player.
                if (shot.IsCircleColliding(playerManager.Center, playerManager.CollisionRadius))
                {
                    // Move shot off screen so that it can be removed.
                    shot.Position = offScreen;
                    // Destroy the player.
                    playerManager.Destroyed = true;

                    // Add an explosion corresponding to if player is facing left or right.
                    if (playerManager.Position.X >= InputManager.MouseState.X)
                    {
                        playerExplosionManager.AddExplosion(playerManager.Center, Vector2.Zero, false);
                    }
                    else
                    {
                        playerExplosionManager.AddExplosion(playerManager.Center, Vector2.Zero, true);
                    }
                }
            }
        }
Beispiel #2
0
 // Function for if Enemy is beeing shot.
 private void checkShotToEnemyCollisions()
 {
     // Run for all shots.
     foreach (Sprite shot in playerManager.PlayerShotManager.Shots)
     {
         // And all enemies.
         foreach (Enemy enemy in enemyManager.Enemies)
         {
             // Check if a shot and enemy is colliding.
             if (shot.IsBoxColliding(enemy.EnemySprite.BoundingBoxRect))
             {
                 // Move shot off screen so that it can be removed.
                 shot.Position = offScreen;
                 // Destroy the enemy.
                 enemy.Destroyed = true;
                 // Add an explosion att the enemy.
                 enemyExplosionManager.AddExplosion(enemy.EnemySprite.Center, enemy.EnemySprite.Velocity / 10, !(enemy.EnemySprite.Velocity.X < 0));
                 ScoreManager.CurrentScore += 10;
             }
         }
     }
 }