private void CollisionHandler(BasicSprite s1, BasicSprite s2) { //Check to see if a bullet or ship is hitting a target object BasicSprite collidable; BasicSprite target; if ((s1.GetType() == typeof(ShipSprite)) || (s1.GetType() == typeof(BulletSprite))) { collidable = s1; target = s2; } else { collidable = s2; target = s1; } //remove the bullet/ship from collision checking and take off list collidable.Visible = false; //will be ignored for future collisions collidable.DurationOver = true; //will be removed at next update //if it was a ship, take away a life and restart the ship if (collidable.GetType() == typeof(ShipSprite)) { shipSounds = Sounds.ShipExplode; ship.Visible = false; //remove the ship from the sprite manager ship.DurationOver = true; //subtract a life livesRemaining--; //now make a new ship NewShip(); } //Blow up object Destroy(target); }
private void Destroy(BasicSprite sprite) { totalTargets--; gameSounds = 0; //clear out game sounds //sprite type should be: donut, pyramid, cube, or sphere if (sprite.GetType() == typeof(DonutSprite)) { for (int i = 0; i < 3; i++) { s = new PyramidSprite(pyramidTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float)rnd.Next(30, 200); sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.DonutExplode; } totalScore += 10; } else if (sprite.GetType() == typeof(PyramidSprite)) { for (int i = 0; i < 2; i++) { s = new CubeSprite(cubeTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float)rnd.Next(30, 200); s.Visible = true; sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.PyramidExplode; } totalScore += 20; } else if (sprite.GetType() == typeof(CubeSprite)) { for (int i = 0; i < 2; i++) { s = new SphereSprite(sphereTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float)rnd.Next(50, 200); sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.CubeExplode; } totalScore += 10; } else if (sprite.GetType() == typeof(SphereSprite)) { totalScore += 10; gameSounds |= Sounds.SphereExplode; } sprite.Visible = false; //will be ignored for future collisions sprite.DurationOver = true; //will be removed at next update }
private void Destroy(BasicSprite sprite) { totalTargets--; gameSounds = 0; //clear out game sounds //sprite type should be: donut, pyramid, cube, or sphere if (sprite.GetType() == typeof(DonutSprite)) { for(int i = 0; i < 3; i++) { s = new PyramidSprite(pyramidTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float) rnd.Next(30, 200); sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.DonutExplode; } totalScore += 10; } else if (sprite.GetType() == typeof(PyramidSprite)) { for(int i = 0; i < 2; i++) { s = new CubeSprite(cubeTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float) rnd.Next(30, 200); s.Visible = true; sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.PyramidExplode; } totalScore += 20; } else if (sprite.GetType() == typeof(CubeSprite)) { for(int i = 0; i < 2; i++) { s = new SphereSprite(sphereTileSet); s.PositionY = sprite.PositionY; s.PositionX = sprite.PositionX; s.Angle = (float)rnd.Next(0, 359); s.Velocity = (float) rnd.Next(50, 200); sm.AddSprite(s); totalTargets++; gameSounds |= Sounds.CubeExplode; } totalScore += 10; } else if (sprite.GetType() == typeof(SphereSprite)) { totalScore += 10; gameSounds |= Sounds.SphereExplode; } sprite.Visible = false; //will be ignored for future collisions sprite.DurationOver = true; //will be removed at next update }
private void CollisionHandler(BasicSprite s1, BasicSprite s2) { //Check to see if a bullet or ship is hitting a target object BasicSprite collidable; BasicSprite target; if ((s1.GetType() == typeof(ShipSprite)) || (s1.GetType() == typeof(BulletSprite))) { collidable = s1; target = s2; } else { collidable = s2; target = s1; } //remove the bullet/ship from collision checking and take off list collidable.Visible = false; //will be ignored for future collisions collidable.DurationOver = true; //will be removed at next update //if it was a ship, take away a life and restart the ship if (collidable.GetType() == typeof(ShipSprite)) { shipSounds = Sounds.ShipExplode; ship.Visible = false; //remove the ship from the sprite manager ship.DurationOver = true; //subtract a life livesRemaining--; //now make a new ship NewShip(); } //Blow up object Destroy(target); }