public List<CollisionGroup> CollidePool(EnemyPool pool) { List<CollisionGroup> collisions = new List<CollisionGroup>(); foreach (CycSprite e in enemies) { if (!e.Alive) { continue; } List<CycSprite> collided = pool.Collide(e); if (collided.Count > 0) { collisions.Add(new CollisionGroup { collider = e, collided = collided }); } } return collisions; }
public HoverEnemy(Game1 game, EnemyPool p) : base(game, p) { jetpack.Gravity = 0.0f; }
public CycEnemy(Game1 game, EnemyPool p) : base(game) { pool = p; }
public FrogEnemy(Game1 game, EnemyPool p) : base(game, p) { }
public SpiderEnemy(Game1 game, EnemyPool p) : base(game, p) { }