Example #1
0
        public void KillEntity(Entity entity)
        {
            if (HasDeathAnimation(entity))
            {
                EntityType type = entity.Type; //TODO temporary
                if (type == EntityType.ForestArcher || type == EntityType.ForestKnight || type == EntityType.ForestWolf || type == EntityType.ForestBoss)
                {
                    Assets.GetSound("Sterben").Play();
                }
                ExecuteDeathAnimation(entity);
                DeactivateSelectComponents(entity);
            }
            else
            {
                EntityType type = entity.Type; //TODO temporary
                if (type == EntityType.ForestArcher || type == EntityType.ForestKnight || type == EntityType.ForestWolf || type == EntityType.ForestBoss)
                {
                    _levelTracker.EnemiesCount--;
                    if (_levelTracker.EnemiesCount <= 0)
                    {
                        _levelTracker.ReadyForRestart = true;
                    }
                }
                DeactivateAllComponents(entity);
            }

            entity.Alive = false;
        }
Example #2
0
        public override Screen LoadContent()
        {
            LoadLevel();
            SoundEffect soundTrack = Assets.GetSound("ThemeSong");
            var         instance   = soundTrack.CreateInstance();

            instance.IsLooped = true;
            instance.Play();
            return(this);
        }
        private void ProjectileOnHealth(ProjectileComponent actor, HealthComponent target)
        {
            if (target.Invincible)
            {
                return;
            }
            if (actor.Power >= actor.Damage)                //actor can afford full strike
            {
                if (target.ProcessedHealth >= actor.Damage) //target can afford full strike
                {
                    target.ProcessedHealth -= actor.Damage;
                    actor.Power            -= actor.Damage;
                }
                else //target takes partial strike
                {
                    actor.Power           -= target.ProcessedHealth;
                    target.ProcessedHealth = 0;
                }
            }
            else //actor can only afford partial strike
            {
                if (target.ProcessedHealth >= actor.Power) //target can afford full strike
                {
                    target.ProcessedHealth -= actor.Power;
                    actor.Power             = 0;
                }
                else //target takes partial strike
                {
                    actor.Power           -= target.ProcessedHealth;
                    target.ProcessedHealth = 0;
                }
            }

            if (actor.Power <= 0)
            {
                actor.CurrentEntityState.Dead = true;
            }
            if (target.ProcessedHealth <= 0)
            {
                target.CurrentEntityState.Dead = true;
            }
            else
            {
                if (!actor.IsPhasing)
                {
                    actor.CurrentEntityState.Dead = true;                   //projectile didnt penetrate
                }
                ApplyKnockback(actor, target);
            }
            SoundEffect effect = Assets.GetSound("Schlag");

            effect.Play();
        }