/// <summary> /// Checks for a collision between the player and this enemy and deals damage to player when true /// </summary> private void UpdateAttack(GameTime gameTime) { if (collidableObject.IsColliding(InGame.player.collidableObject)) { InGame.player.TakeDamage((int)(850 * InGame.difficultyModifier), gameTime); } }
/// <summary> /// Updates particle logic /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime) { // If bullet is colliding with player if (collidableObject.IsColliding(InGame.player.collidableObject)) { // Deal damage to player InGame.player.TakeDamage(damageType); // Kill this particle RemoveFromList(); return; } // If particle is outside of screen if (collidableObject.Position.X < 0 || collidableObject.Position.Y < 0 || collidableObject.Position.X > Game1.ScreenBounds.X) { RemoveFromList(); return; } // Update position collidableObject.Position += direction * velocity * gameTime.ElapsedGameTime.Milliseconds; }
public void Update(GameTime gameTime) { Color = collidableObject.IsColliding(InGame.player.collidableObject) ? Color.Red : Color.White; }