void checkHit(Enemy enemy) { if (hitLocation.X == enemy.Position.X) { hit = true; } }
/// <summary> /// Called when the player has been killed. /// </summary> /// <param name="killedBy"> /// The enemy who killed the player. This parameter is null if the player was /// not killed by an enemy (fell into a hole). /// </param> public void OnKilled(Enemy killedBy) { isAlive = false; if (killedBy != null) killedSound.Play(); else fallSound.Play(); sprite.PlayAnimation(dieAnimation); }
public void shootEnemy(Enemy enemy) { hitbox = new Rectangle((int)this.Position.X, (int)this.Position.Y-100, 150, 100); if (velocity.X > 0) { if (enemy.Position.X > hitbox.X && enemy.Position.X <= hitbox.X + 300 && enemy.Position.Y > hitbox.Y && enemy.Position.Y <= hitbox.Y + 100 && isAttack) { enemy.OnKilled(); } } else if (velocity.X < 0) { if (enemy.Position.X < hitbox.X && enemy.Position.X >= hitbox.X - 300 && enemy.Position.Y > hitbox.Y && enemy.Position.Y <= hitbox.Y + 100 && isAttack) { enemy.OnKilled(); } } }
public void onAttacked(Enemy attackedBy) { //sprite.PlayAnimation(hurtAnimation); }
/// <summary> /// Called when the player is killed. /// </summary> /// <param name="killedBy"> /// The enemy who killed the player. This is null if the player was not killed by an /// enemy, such as when a player falls into a hole. /// </param> private void OnPlayerKilled(Enemy killedBy) { Player.OnKilled(killedBy); }