void Tank_Died(object sender, VehicleEventArgs e) { if (e.Vehicle != this.round.UserTank) { this.drawingList.Remove(e.Vehicle.Brush); } }
void userTank_TookHit(object sender, VehicleEventArgs e) { this.hitsTaken++; this.Score = this.Score + Scoring.PointsPerHitAgainst; }
void vehicle_Died(object sender, VehicleEventArgs e) { this.vehicleCanvas.Children.Remove(this.shapeCanvas); this.explode.Begin(); }
void userTank_HitProjectile(object sender, VehicleEventArgs e) { this.projectilesHit++; this.Score = this.Score + Scoring.PointsPerProjectileHit; }
void userTank_HitPowerup(object sender, VehicleEventArgs e) { this.powerupsHit++; this.Score = this.Score + Scoring.PointsPerPowerupHit; }
void enemy_FlippedOver(object sender, VehicleEventArgs e) { this.enemiesFlippedOver++; this.Score = this.Score + Scoring.PointsPerFlippedEnemy; }
void vehicle_ControlledByUserChanged(object sender, VehicleEventArgs e) { if (vehicle.ControlledByUser) { Page.SceneLoop.Update += new EventHandler<SceneLoopEventArgs>(sceneLoop_Update); } else { Page.SceneLoop.Update -= sceneLoop_Update; } }
void UserTank_AccuracyChanged(object sender, VehicleEventArgs e) { this.accuracyBlock.Text = this.game.CurrentRound.UserTank.PercentError.ToString("##.0%"); }