/// <summary> /// Collide actions if bullet zombies die and boss loses health. If bullet it gets removed and if player it gets damage. /// </summary> /// <param name="otherObject">The object it collided with</param> public override void DoCollision(GameObject otherObject) { // cheker om enemyen går in i et solid obejt if (otherObject is SolidObejts || otherObject is NoTwalkerbelObejt && lastmovemet < 2) { SetRandomDirection(); lastmovemet = 0; } /// checker om Enemyen bliver ramt if (otherObject is Bullet) { Blood blood = new Blood(Position, content); BloodEffect bloodEffect = new BloodEffect(1, position, content); GameWorld.AddEFfect(blood); GameWorld.AddGameObject(bloodEffect); GameWorld.RemoveGameObject(this); GameWorld.addKill(); } // Attacks og checker for sistet attack så der ikke bliver angrabet hvert fram if (otherObject is Player && LastAttck > 0.5f) { PlayerBlood playerBlood = new PlayerBlood(realTimeplayerPosition, content); GameWorld.DealDamngeToPlayer(damage); GameWorld.AddGameObject(playerBlood); LastAttck = 0; } if (otherObject is Bullet) { GameWorld.RemoveGameObject(otherObject); } }
/// <summary> /// Sets the direction of the boss in direction of the player /// </summary> /// /// <summary> /// Collide actions if bullet zombies die and boss loses health. If bullet it gets removed and if player it gets damage. /// </summary> /// <param name="otherObject">The object it collided with</param> public override void DoCollision(GameObject otherObject) { if (otherObject is Bullet) { Blood blood = new Blood(Position, content); BloodEffect bloodEffect = new BloodEffect(1, position, content); GameWorld.AddEFfect(blood); GameWorld.AddGameObject(bloodEffect); bosshealth--; if (bosshealth == 0) { Player.KilledBoss = true; GameWorld.RemoveGameObject(this); GameWorld.addKill(); } } if (otherObject is SolidObejts || otherObject is NoTwalkerbelObejt && lastmovemet < 2) { SetRandomDirection(); lastmovemet = 0; } if (otherObject is Player && LastAttck > 0.5f) { PlayerBlood playerBlood = new PlayerBlood(realTimeplayerPosition, content); GameWorld.DealDamngeToPlayer(damnge); GameWorld.AddGameObject(playerBlood); LastAttck = 0; } if (otherObject is Bullet) { GameWorld.RemoveGameObject(otherObject); } }
public override void DoCollision(GameObject otherObject) { MouseState mouse = Mouse.GetState(); if (otherObject is sighte && Tag == "TeakstBox" && mouse.LeftButton == ButtonState.Pressed) { GameWorld.GameEnding1 = true; Blood blood = new Blood(Position, Content); BloodEffect bloodEffect = new BloodEffect(1, position, Content); GameWorld.AddEFfect(blood); GameWorld.AddGameObject(bloodEffect); GameWorld.cutScenemanager = 1; } if (otherObject is sighte && Tag == "TeakstBox2" && mouse.LeftButton == ButtonState.Pressed) { GameWorld.GameEnding2 = true; GameWorld.cutScenemanager = 1; Blood blood = new Blood(Position, Content); BloodEffect bloodEffect = new BloodEffect(1, position, Content); GameWorld.AddEFfect(blood); GameWorld.AddGameObject(bloodEffect); } }