public void DoHit(Vector3 pos, Projectile proj) { hitAlpha = 1f; if (proj != null) // A null projectile means an enemy collided with the player Health -= proj.Damage/2f; else Health -= 0.1f; }
public void Spawn(ProjectileType type, object owner, Vector3 pos, Matrix rot, Vector3 speed, float damage, double life, bool gravity) { Projectile p = null; switch(type) { case ProjectileType.Laser1: case ProjectileType.Laser2: case ProjectileType.Laser3: case ProjectileType.Laser4: case ProjectileType.Rocket: p = new Projectile() { Type = type, Owner = owner, Active = true, Position = pos, Speed = speed, Damage = damage, Rotation = rot, affectedByGravity = gravity, Life = life, Time = 0 }; break; } Projectiles.Add(p); }