public void dealDamage(IEnemy enemy) { sound1.EnemyHitDie(0); enemy.takeDamage((int)(2.0 * GameplayConstants.PLAYER_DEAL_DAMAGE_MODIFIER)); //Figure out sound for enemy dying }
public void dealDamage(IEnemy enemy) { sound1.EnemyHitDie(0); enemy.takeDamage(1); //Figure out sound for enemy dying }
public void doDamage(IEnemy target, Sounds sounds) { sounds.EnemyHitDie(0); target.takeDamage(1); p.health += 2; if (p.health > p.maxHealth) { p.health = p.maxHealth; } }
public void handleCollision(IPlayerProjectile projectile, IEnemy enemy, GameManager game, IRoom room, Sounds sounds) { projectile.doDamage(enemy, sounds); projectile.collide(game); if (enemy.getHealth() <= 0) { sounds.EnemyHitDie(1); room.RemoveEnemy(enemy); } }
public void playerEnemyHandler(Rectangle collisionRect, IPlayer player, IEnemy enemy, IRoom room, Sounds sound) { //get direction int direction; //0=up, 1=right, 2=down, 3= left int xCollisionSize = collisionRect.Width; int yCollisionSize = collisionRect.Height; // We are in a Top / Bottom style collision if (xCollisionSize > yCollisionSize) { // IF the bottom left corner of our enemy is less than the the top left corner of the block // AND the bottom left corner of our enemy is greater than the half way point of the height of the block // We are on the bottom if (collisionRect.Y == enemyRect.Y) { direction = 2; } else // We are on the top { direction = 0; } } else // We are in a Left / Right style collision { // IF the top left corner of our enemy is less than the top right corner of the block // AND the top left corner of our enemy is greater than the half way point of the width of the block // We are on the right if (collisionRect.X == enemyRect.X) { direction = 1; } else // We are on the left { direction = 3; } } if (player.IsAttacking() && direction == player.GetDirection()) { player.dealDamage(enemy); if (enemy.getHealth() <= 0) { sound.EnemyHitDie(1); room.RemoveEnemy(enemy); } } else { enemy.Attack(player); //game over if health<=0. do this later once we have game over procedure. } }
public void doDamage(IEnemy target, Sounds sounds) { sounds.EnemyHitDie(0); target.takeDamage(1); }