public void Enemy_Die() { if (game.Enemy_List != null) { foreach (Enemy enemy in game.Enemy_List) { foreach (Bullet bullet in game.player.Bullet_List) { if (enemy.enemy_rec.Intersects(bullet.Rec_ball)) { enemy.is_alive = false; bullet.Is_Visible = false; int particle_generated = 100; Random rand = new Random(); while (particle_generated > 0) { Particle new_particle = new Particle(game); new_particle.Texture = Resources.texture_blood; new_particle.Position = enemy.position; new_particle.Velocity = new Vector2((float)rand.NextDouble() * 2 - 1, (float)rand.NextDouble() * 2 - 1); new_particle.Angle = 0; new_particle.TDV = 10; new_particle.AngularVelocity = 0.1f * (float)(rand.NextDouble() * 2 - 1); game.Particle_list.Add(new_particle); particle_generated--; } } } } for (int i = 0; i < game.Enemy_List.Count; i++) { Enemy listed_enemy = game.Enemy_List[i]; if (!listed_enemy.is_alive) { game.Enemy_List.RemoveAt(i); i--; } } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this); bullet = new Bullet(this); weapon = new Weapons(this); particle = new Particle(this); Enemy_List = new List<Enemy>(); Particle_list = new List<Particle>(); enemy = new Enemy(this); player.Initialize(); bullet.Initialize(); enemy.Initialize(); camera = new Camera(GraphicsDevice.Viewport, this); map1 = new Map(); map1.Generate(map1.Create_Map(0), 32); }