public override void RespondToCollision(CollisionData collisionData) { if (collisionData.ObjectCollisionGroupString == "bullet") { this.IsDestroyed = true; } }
public override void RespondToCollision(CollisionData collisionData) { this.IsDestroyed = true; }
public override void RespondToCollision(CollisionData collisionData) { //If there is a collision the player must stop moving. this.Direction = new GridPosition(0, 0); //If the player is hit by a bullet if (collisionData.ObjectCollisionGroupString == "bullet") { //If the player has more health than the damage which the bullet does. if (this.Health > Bullet.Damage) { this.Health -= Bullet.Damage; } //Otherwise the player dies. else { this.IsDestroyed = true; } } //If the player hits a score block, the score bonus is added to the player's score. else if (collisionData.ObjectCollisionGroupString == "scoreBlock") { this.Score += (int)(collisionData.ObjectImage - '0'); } //If the player hits a health block, the health bonus is added to the player's health. //The current health of the player + the health bonus must not exceed the maximum health a player can have. else if (collisionData.ObjectCollisionGroupString == "healthBlock") { this.Health = Math.Min(Player.PlayerMaxHealth, this.Health + HealthBlock.HealthBonus); } }
public override void RespondToCollision(CollisionData collisionData) { this.Direction = new GridPosition(0, 0); this.IsDestroyed = true; }
public virtual void RespondToCollision(CollisionData collisionData) { }