private void PlayerLocationActivity() { for (int i = 0; i < EnemyKamikazeList.Count; i++) //for (int i = EnemyKamikazeList.Count - 1; i > -1; i--) { EnemyKamikaze kamikaze = EnemyKamikazeList[i]; kamikaze.PlayerLocationX = MainShipInstance.X; kamikaze.PlayerLocationY = MainShipInstance.Y; } }
private void SpawnEnemies() { EnemySpinner spinner1 = EnemySpinnerFactory.CreateNew(); spinner1.EnemyState = EnemySpinner.VariableState.DarkGrey; spinner1.TurningSpeed = 50; spinner1.Position = new Microsoft.Xna.Framework.Vector3(-200, 200, 0); EnemyKamikaze kamikaze3 = EnemyKamikazeFactory.CreateNew(); kamikaze3.Position = new Microsoft.Xna.Framework.Vector3(200, 200, 0); kamikaze3.EnemyState = EnemyKamikaze.VariableState.Purple; }
private void KamikazeVsMainShipCollisionActivity() { for (int i = EnemyKamikazeList.Count - 1; i > -1; i--) { EnemyKamikaze kamikaze = EnemyKamikazeList[i]; if (kamikaze.Polygon.CollideAgainst(MainShipList[0].Polygon)) { //Change this to PlayerShip.TakeDamage() later? MainShipList[0].HealthPoints -= kamikaze.Damage; kamikaze.Explode(); } } }
private void DestroyEverything() { for (int i = AstericeList.Count - 1; i > -1; i--) { Asterice asterice = AstericeList[i]; asterice.Destroy(); } for (int i = ExplosionList.Count - 1; i > -1; i--) { Explosion explosion = ExplosionList[i]; explosion.Destroy(); } for (int i = MainShipList.Count - 1; i > -1; i--) { MainShip asterice = MainShipList[i]; asterice.Destroy(); } for (int i = EnemySpinnerList.Count - 1; i > -1; i--) { EnemySpinner asterice = EnemySpinnerList[i]; asterice.Destroy(); } for (int i = EnemyJumperList.Count - 1; i > -1; i--) { EnemyJumper asterice = EnemyJumperList[i]; asterice.Destroy(); } for (int i = EnemyKamikazeList.Count - 1; i > -1; i--) { EnemyKamikaze asterice = EnemyKamikazeList[i]; asterice.Destroy(); } for (int i = BulletList.Count - 1; i > -1; i--) { Bullet asterice = BulletList[i]; asterice.Destroy(); } this.EnemySpawnerInstance.Destroy(); this.TravelBackgroundInstance.Destroy(); this.HealthBar.Destroy(); this.ScoreBar.Destroy(); this.UnloadsContentManagerWhenDestroyed = true; }
private void SpawnEnemies() { EnemyKamikaze kamikaze1 = EnemyKamikazeFactory.CreateNew(); kamikaze1.EnemyState = EnemyKamikaze.VariableState.DarkGrey; kamikaze1.Position = new Microsoft.Xna.Framework.Vector3(-200, 200, 0); EnemyKamikaze kamikaze2 = EnemyKamikazeFactory.CreateNew(); kamikaze2.Position = new Microsoft.Xna.Framework.Vector3(0, 200, 0); kamikaze2.EnemyState = EnemyKamikaze.VariableState.Metallic; EnemyKamikaze kamikaze3 = EnemyKamikazeFactory.CreateNew(); kamikaze3.Position = new Microsoft.Xna.Framework.Vector3(200, 200, 0); kamikaze3.EnemyState = EnemyKamikaze.VariableState.Purple; }
private void PlayerLocationActivity() { for (int i = 0; i < EnemySpinnerList.Count; i++) { EnemySpinner spinner = EnemySpinnerList[i]; spinner.PlayerLocationX = MainShipList[0].X; spinner.PlayerLocationY = MainShipList[0].Y; } for (int i = 0; i < EnemyKamikazeList.Count; i++) { EnemyKamikaze kamikaze = EnemyKamikazeList[i]; kamikaze.PlayerLocationX = MainShipList[0].X; kamikaze.PlayerLocationY = MainShipList[0].Y; } }
private void BulletVsKamikazeCollisionActivity() { for (int i = BulletList.Count - 1; i > -1; i--) { for (int j = EnemyKamikazeList.Count - 1; j > -1; j--) { Bullet bullet = BulletList[i]; EnemyKamikaze kamikaze = EnemyKamikazeList[j]; if (bullet.Polygon.CollideAgainst(kamikaze.Polygon)) { //Change this to PlayerShip.TakeDamage() later as well.. kamikaze.HealthPoints -= bullet.Damage; bullet.Destroy(); break; } } } }