Example #1
0
        public void ShipDeath(object sender, DeathEventArgs e)
        {
            Deaths++;
            Bullet bullet = (e.KilledBy as Bullet);

            // Do not increment kills if we killed ourself
            if (bullet.FiredBy != _me)
            {
                bullet.FiredBy.StatRecorder.Kills++;
            }
        }
        public void ShipDeath(object sender, DeathEventArgs e)
        {
            Deaths++;
            Bullet bullet = (e.KilledBy as Bullet);

            // Do not increment kills if we killed ourself
            if (bullet.FiredBy != _me)
            {
                bullet.FiredBy.StatRecorder.Kills++;
            }
        }
Example #3
0
        public void StartRespawnCountdown(object sender, DeathEventArgs e)
        {
            Ship ship = sender as Ship;
            // Don't want to subscribe AI to retrieve leaderboard info
            if(!(ship is ShipAI))
            {
                Game.Instance.Leaderboard.RequestLeaderboard(ship.Host.ConnectionID);
            }

            ship.Controllable.Value = false;
            _respawningShips.Add(new KeyValuePair<Ship, DateTime>(ship, DateTime.UtcNow));
        }
        public void StartRespawnCountdown(object sender, DeathEventArgs e)
        {
            Ship ship = sender as Ship;

            // Don't want to subscribe AI to retrieve leaderboard info
            if (!(ship is ShipAI))
            {
                Game.Instance.Leaderboard.RequestLeaderboard(ship.Host.ConnectionID);
            }

            ship.Controllable.Value = false;
            _respawningShips.Add(new KeyValuePair <Ship, DateTime>(ship, DateTime.UtcNow));
        }
Example #5
0
        public void Die(object sender, DeathEventArgs e)
        {
            MovementController.StopMovement();

            if (OnDeath != null)
            {
                // Propogate death event
                OnDeath(this, e);
            }

            // Spawn health pack on death
            Game.Instance.GameHandler.AddPowerupToGame(new HealthPack(MovementController.Position, LevelManager.Level));

            LastKilledBy      = (e.KilledBy as Bullet).FiredBy;
            Host.DeathOccured = true;

            LastKilledBy.Killed(this);

            this.Dispose();
        }
Example #6
0
        public void Die(object sender, DeathEventArgs e)
        {
            MovementController.StopMovement();

            if (OnDeath != null)
            {
                // Propogate death event
                OnDeath(this, e);
            }

            // Spawn health pack on death
            Game.Instance.GameHandler.AddPowerupToGame(new HealthPack(MovementController.Position, LevelManager.Level));

            LastKilledBy = (e.KilledBy as Bullet).FiredBy;
            Host.DeathOccured = true;

            LastKilledBy.Killed(this);

            this.Dispose();
        }
Example #7
0
 public void Died(object sender, DeathEventArgs e)
 {
     int exp = Convert.ToInt32(_levelCalculator.CalculateKillExperience((e.KilledBy as Bullet).FiredBy, _me) * EXP_REDUCTION_MODIFIER);
     Experience = Math.Max(Experience - exp, 0);
 }
Example #8
0
        public void Died(object sender, DeathEventArgs e)
        {
            int exp = Convert.ToInt32(_levelCalculator.CalculateKillExperience((e.KilledBy as Bullet).FiredBy, _me) * EXP_REDUCTION_MODIFIER);

            Experience = Math.Max(Experience - exp, 0);
        }