public override void AffectEnemy(Enemy e, float secondsPassed) { e.hitBy(hero, DAMAGE_PER_SECOND * secondsPassed); }
public void collideWith(Enemy e) { if (e != null) { if (dying) return; e.hitBy(gunPowerup.hero, damage); SoundManager.PlaySoundOnce("EnemyHit", playInReverseDuringReverse: true); if (phasing) enemiesAlreadyHit.Add(e); } if (phasing && e == null) { } else { explosionEmitter.position = position; explosionEmitter.particlesEmitted = 0; explosionEmitter.active = true; trailEmitter.active = false; } if (!phasing) { dying = true; } }