Exemplo n.º 1
0
        private int handleCollisions()
        {
            List <Enemy> enemies = em.enemies;

            //Schiff wird zerstoert am linken Rand
            if (player.position.X < 0)
            {
                padScore();
                player.killPlayer();
            }
            if (!(enemies == null))
            {
                //check for collision with each enemy and with each of its fired shots
                foreach (Enemy e in enemies)
                {
                    //player projectiles right
                    for (int i = 0; i < player.gr_projectiles_right.Count; i++)
                    {
                        if (e.Intersects(player.gr_projectiles_right[i]))
                        {
                            player.gr_projectiles_right.RemoveAt(i); // delete shot after collision - handled in player in differnt modes?
                            e.killEnemy();
                            player.score += 1000;                    // should depend on type of enemy
                        }
                    }
                    //player projectiles right
                    for (int i = 0; i < player.gr_projectiles_left.Count; i++)
                    {
                        if (e.Intersects(player.gr_projectiles_left[i]))
                        {
                            player.gr_projectiles_left.RemoveAt(i);
                            e.killEnemy();
                            player.score += 1000;
                        }
                    }
                    //collision between enemy and player
                    if (player.Intersects(e.enemyBounds))
                    {
                        padScore();
                        player.killPlayer();
                        e.killEnemy();
                        return(1);
                    }
                    //enemy projectiles
                    foreach (Rectangle r in e.gr_projectiles)
                    {
                        if (player.Intersects(r))
                        {
                            padScore();
                            e.gr_projectiles.Remove(r);
                            player.killPlayer();
                            return(1);
                        }
                    }
                }
            }
            if (pum.powerUps != null)
            {
                for (int i = 0; i < pum.powerUps.Count; i++)
                {
                    //change properties of player according to type of power up
                    if (player.Intersects(pum.powerUps[i].puRect))
                    {
                        pum.powerUps[i].pickUp();
                        player.addPowerUp(pum.powerUps[i].type);
                    }
                }
            }
            return(0);
        }