public void OnKilled(Zombie killedBy) { isAlive = false; killedSound.Play(); sprite.PlayAnimation(dieAnimation); }
/// <summary> /// Clear the current flock if it exists and randomly generate a new one /// </summary> public void ResetHoard(Game game, Random rnd) { hoard.Clear(); hoard.Capacity = hoardSize; Zombie tempBird; // Vector2 tempDir; // Vector2 tempLoc; Random random = new Random(); for (int i = 0; i < hoardSize; i++) { // tempLoc = new Vector2((float) // random.Next(boundryWidth), (float)random.Next(boundryHeight)); // tempDir = new Vector2((float) // random.NextDouble() - 0.5f, (float)random.NextDouble() - 0.5f); // tempDir.Normalize(); tempBird = new Zombie( game, rnd); hoard.Add(tempBird); } }