private void trySpawn() { if (r_RandomBehavior.Roll(1, 0, 500)) { m_Position.X = -Width; Visible = true; if (Lives < r_MaxLives) { Lives++; } } }
public override void Collided(ICollidable i_Collidable) { Barrier barrier = i_Collidable as Barrier; if (barrier != null) { handleBarrierCollision(barrier); } else if (i_Collidable is Bullet && i_Collidable.GroupRepresentative is BasePlayer && this.GroupRepresentative is EnemyManager) { if (r_RandomBehavior.Roll(k_RandomFactor, k_MinRandom, k_MaxRandom)) { base.Collided(i_Collidable); } } else { base.Collided(i_Collidable); } }