/// <summary> /// Create a saucer /// </summary> private Saucer CreateSaucer(Point p_position) { Saucer sprite = new Saucer(Constants.PATTERNSAUCER, _game._BrushSaucer, this.PixelSize, p_position, new int[] { 0, 1 }, ( uint )m_randomNumber.Next(5, 15) * 10); this.Saucer = sprite; m_sprites.Add(sprite); return(sprite); }
/// <summary> /// Create a saucer /// </summary> private Saucer CreateSaucer(Point p_position) { Saucer sprite = new Saucer(Game.PatternSaucer, Game.BrushSaucer, this.PixelSize, p_position, new int[] { 0, 1 }, (uint)m_randomNumber.Next(5, 15) * 10); this.Saucer = sprite; m_sprites.Add(sprite); return(sprite); }
/// <summary> /// Destroy an enemy /// </summary> private void DestroyEnemy(IEnemy p_enemy) { this.Score += p_enemy.Points; if (p_enemy is Invader) { Invader invader = p_enemy as Invader; DestroyInvader(invader); this.EnemyExplosion = new Explosion(Constants.PATTERNEXPLOSION, invader.Foreground, this.PixelSize, invader.GetPosition(), 20); } else if (p_enemy is Saucer) { Saucer saucer = p_enemy as Saucer; DestroySaucer(); this.EnemyExplosion = new Explosion(saucer.Points, saucer.Foreground, saucer.GetPosition(), 80); } }
/// <summary> /// Destroy a saucer /// </summary> /// <returns></returns> private void DestroySaucer() { m_sprites.Remove(this.Saucer); this.Saucer = null; }