Exemplo n.º 1
0
        public override bool collide(cCritter pcritter)
        {
            bool playerhigherthancritter = Position.Y - Radius > pcritter.Position.Y;

            /* If you are "higher" than the pcritter, as in jumping on it, you get a point
             * and the critter dies.  If you are lower than it, you lose health and the
             * critter also dies. To be higher, let's say your low point has to higher
             * than the critter's center. We compute playerhigherthancritter before the collide,
             * as collide can change the positions. */
            _baseAccessControl = 1;
            bool collided = base.collide(pcritter);

            _baseAccessControl = 0;
            if (!collided)
            {
                return(false);
            }

            /* If you're here, you collided.  We'll treat all the guys the same -- the collision
             * with a Treasure is different, but we let the Treasure contol that collision. */
            if (playerhigherthancritter)
            {
                Framework.snd.play(Sound.Goopy);
                addScore(10);
            }
            else
            {
                damage(1);
                Framework.snd.play(Sound.Crunch);
            }
            pcritter.die();
            return(true);
        }
Exemplo n.º 2
0
        public override bool collide(cCritter pcritter)
        {
            bool playerhigherthancritter = Position.Y - Radius > pcritter.Position.Y;

            /* If you are "higher" than the pcritter, as in jumping on it, you get a point
             * and the critter dies.  If you are lower than it, you lose health and the
             * critter also dies. To be higher, let's say your low point has to higher
             * than the critter's center. We compute playerhigherthancritter before the collide,
             * as collide can change the positions. */
            _baseAccessControl = 1;
            bool collided = base.collide(pcritter);

            _baseAccessControl = 0;
            if (!collided)
            {
                return(false);
            }

            /* If you're here, you collided.  We'll treat all the guys the same -- the collision
             * with a Treasure is different, but we let the Treasure contol that collision. */
            if (playerhigherthancritter)
            {
                Framework.snd.play(Sound.Goopy);
                addScore(10);
            }
            else if (pcritter.IsKindOf("cCritter3DBoss"))
            {
                damage(2);
            }
            else if (pcritter.IsKindOf("cCritterWank"))
            {
                if (gohanSpawned)
                {
                    return(false);
                }
                else
                {
                    //spawn little goku
                    cCritterGohan gohan = new cCritterGohan(owner);
                    gohan.moveTo(new cVector3(20.0f, 0.0f, -22.0f));
                    gohanSpawned = true;
                    MessageBox.Show("Your son, Gohan, has been born.");
                    return(true);
                }
            }
            else if (pcritter.IsKindOf("cCritterGohan"))
            {
                //play gohan sound
                return(true);
            }
            else if (pcritter.IsKindOf("cCritterDragonball"))
            {
                int rand = (int)Framework.randomOb.random(3);
                switch (rand)
                {
                case 0:
                    Framework.snd.play(Sound.Samurai);
                    break;

                case 1:
                    Framework.snd.play(Sound.Shout);
                    break;

                case 2:
                    Framework.snd.play(Sound.WorkHard);
                    break;
                }
                addScore(100);
                addHealth(5);
                numDragBallsCollected++;
                pcritter.die();
                return(true);
            }
            else
            {
                damage(1);
                Framework.snd.play(Sound.Crunch);
                pcritter.die();
            }
            return(true);
        }