private void Zap() { if (Data.Player.LaneIndex == LaneIndex && !Data.Player.Jumping && !Data.Player.Bouclier) { Data.Player.Die(); ExplosionJoueur2 exp = new ExplosionJoueur2(Game, Data.Player, level_.laneSize); Game.Components.Add(exp); } if (!zapping) { SonZap.Play(); zapping = true; level_[LaneIndex].Zapped = true; } }
/// <summary> /// When warping /// </summary> /// <param name="elapse"></param> public void MoveDown(float elapse) { Position -= new Vector3(0f, -2f / 3 * level_.DeltaY * elapse, 10f * elapse) * 0.8f; Hauteur += 10f * elapse; if (level_.Spikes[LaneIndex] > 0) { if (Position.Z <= level_.vSpikes[LaneIndex].dest.Z) { ExplosionJoueur2 exp = new ExplosionJoueur2(Game, this, level_.laneSize); exp.OnStop += new VoidEventHandler(Die); Game.Components.Add(exp); } } CalculerMonde(); }