Exemplo n.º 1
0
 private void EnemyCollisions(EnemyStarfighter e)
 {
     // if player intersects with enemy
     if (e.boundingBox.Intersects(playerShip.boundingBox))
     {
         e.isVisible        = false;
         playerShip.health -= 20;
         SoundManager.justBoom.Play(volume: SoundManager.effectsVolume, pitch: 0.0f, pan: 0.0f);
         Level2Explosions explosionObject = new Level2Explosions(new Vector2(e.position.X + e.enemyTexture.Width / 2, e.position.Y + e.enemyTexture.Height / 2), explosionTexture);
         explosionObject.isVisible = true;
         explosionsList.Add(explosionObject);
         destroyCount++;
     }
     //
     foreach (Bullet playerBullet in playerShip.bulletList)
     {
         if (playerBullet.boundingBox.Intersects(e.boundingBox))
         {
             destroyCount++;
             playerBullet.isVisible = false;
             e.isVisible            = false;
             HUD.playerScore       += 30;
             SoundManager.justBoom.Play(volume: SoundManager.effectsVolume, pitch: 0.0f, pan: 0.0f);
             Level2Explosions explosionObject = new Level2Explosions(new Vector2(e.position.X + e.enemyTexture.Width / 2, e.position.Y + e.enemyTexture.Height / 2), explosionTexture);
             explosionObject.isVisible = true;
             explosionsList.Add(explosionObject);
         }
     }
 }
Exemplo n.º 2
0
 private void EnemyBulletsCollisions(EnemyStarfighter e)
 {
     foreach (Bullet b in e.bulletList)
     {
         if (b.boundingBox.Intersects(playerShip.boundingBox))
         {
             b.isVisible        = false;
             playerShip.health -= 10;
         }
     }
 }
Exemplo n.º 3
0
        // Enemies
        private void LoadEnemies()
        {
            if (enemyDelay > 0)
            {
                enemyDelay--;
            }

            if (enemyDelay <= 0)
            {
                EnemyStarfighter newEnemy = new EnemyStarfighter(enemyTexture, enemyBullet);
                newEnemy.isVisible = true;

                if (enemyList.Count < enemyLimit && enemyLimit != 0)
                {
                    enemyList.Add(newEnemy);
                }
            }

            if (enemyDelay <= 0)
            {
                enemyDelay = 80;
            }
        }