/// <summary> /// Called when the player is killed. /// </summary> /// <param name="killedBy"> /// The enemy who killed the player. This is null if the player was not killed by an /// enemy, such as when a player falls into a hole. /// </param> private void OnPlayerKilled(Enemy killedBy) { Player.OnKilled(killedBy); }
public Enemy GenerateEnemy(string name, Vector2 position) { string nm = name.ToLower(); if (!m_enemySpriteSet.ContainsKey(nm)) throw new Exception("An enemy of type '" + name + "' does not exist."); Enemy toRet = new Enemy(m_lvl, position, m_enemySpriteSet[nm], m_enemyHealth[nm]); toRet.PointsOnDeath = m_enemyPoints[nm]; toRet.Tint = m_enemyTint[nm]; toRet.Damage = m_enemyDamage[nm]; return toRet; }
private void OnEnemyKilled(Enemy enemy, Player killedBy) { enemy.OnKilled(killedBy); }
/// <summary> /// Called when the player has been killed. /// </summary> /// <param name="killedBy"> /// The enemy who killed the player. This parameter is null if the player was /// not killed by an enemy (fell into a hole). /// </param> public void OnKilled(Enemy killedBy) { Health = 0; isAlive = false; if (killedBy != null) killedSound.Play(); else fallSound.Play(); sprite.PlayAnimation(dieAnimation); }