public void UseBomb(GameManager game) { if (inventory.Contains("Bomb")) { state.PlaceItem(); sound1.BombD(0); state.spawnBomb(game, sound1); Bombs = Bombs - 1; if (Bombs <= 0) { inventory.Remove("Bomb"); selectedItem = ""; } } }
public void Update(GameManager game) { Move(); //TEMP collision stuff countdown++; if (countdown > fuse) { sound.BombD(1); //Boom game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X, (float)Y))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X + explosionInc, (float)Y + explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X, (float)Y + explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X - explosionInc, (float)Y + explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X - explosionInc, (float)Y))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X - explosionInc, (float)Y - explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X, (float)Y - explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X + explosionInc, (float)Y - explosionInc))); game.AddPlayerProjectile(new ExplosionPlayerProjectile(texture, new Vector2((float)X + explosionInc, (float)Y))); delete(game); } }
public void doDamage(IEnemy target, Sounds sounds) { sounds.BombD(1); //Visual projectile only }