Example #1
0
 // Resolves problem where enemies can be recoiled on top of one another at the map's edge
 private void spreadApart(GameChar enemy)
 {
     foreach (GameChar otherEnemy in world.Enemies)
     {
         if (!enemy.Equals(otherEnemy)) // Ensure enemy is not referencing itself
         {
             if (enemy.Bounds.Intersects(otherEnemy.Bounds))
             {
                 // Enemy is left of other enemy
                 if (enemy.Position.X < otherEnemy.Position.X)
                 {
                     enemy.Position.X -= SpreadApartSpeed;
                 }
                 // Enemy is right of other enemy
                 else if (enemy.Position.X > otherEnemy.Position.X)
                 {
                     enemy.Position.X += SpreadApartSpeed;
                 }
                 // Enemy is above other enemy
                 if (enemy.Position.Y < otherEnemy.Position.Y)
                 {
                     enemy.Position.Y -= SpreadApartSpeed;
                 }
                 // Enemy is below other enemy
                 else if (enemy.Position.Y > otherEnemy.Position.Y)
                 {
                     enemy.Position.Y += SpreadApartSpeed;
                 }
                 enemy.SetBounds();
             }
         }
     }
 }
Example #2
0
        public override void Update(float dt)
        {
            for (int i = world.Enemies.Count - 1; i >= 0; i--)
            {
                GameChar enemy = world.Enemies[i];
                ai = setAI(enemy);
                handleAttack(enemy, dt);
                setVelocity(enemy, dt);
                setPosition(enemy, dt);
                enemy.SetBounds();
                spreadApart(enemy);
                boundsCheck(enemy);

                // Remove dead enemies
                if (enemy.Health <= 0)
                {
                    world.AllGameChars.Remove(enemy);
                    world.Enemies.RemoveAt(i);
                }
            }
        }