/// <summary> /// causes the building to explod destrroying the terrain in the process /// </summary> /// <param name="grid"></param> /// <param name="TerrainDestruction"></param> /// <param name="amountOfExplosions"></param> public void Destruction(Grid grid, int TerrainDestruction, int amountOfExplosions) { for (int i = 0; i < amountOfExplosions; i++) { _missileManager.AddExplosion(new Vector2(_rand.Next(_rect.Left, _rect.Right), _rand.Next(_rect.Top, _rect.Bottom)), 50 + _rand.Next(0, 200), new Color(115, 30, 30, 30)); } for (int i = 0; i < TerrainDestruction; i++) { grid.ImpactPosion(new Vector2(_rand.Next(_rect.Left - 10, _rect.Right + 10), _rand.Next(_rect.Bottom - 10, _rect.Bottom + 10)), 10); } _dead = true; }
public override void Collision() { _missileManager.AddExplosion(_location, 200, new Color(115, 155, 155, 255)); base.Collision(); }