public void HandleCollision() { HandleScore(); enemy.CanDealDamage = false; enemy.Flipped(); fireball.Explode(); }
public void Update() { timer--; if (timer == 0) { projectile.Explode(); } }
public void HandleCollision() { collision.ResolveOverlap(fireball, side); if (side is TopSideCollision && !(block.State is HiddenBlockState)) { fireball.Bounce(); } else if (!(block.State is HiddenBlockState)) { fireball.Explode(); } }
public static void HandleCollision(IProjectile projectile, CollisionSide side) { switch (side) { case CollisionSide.Top: case CollisionSide.Bottom: case CollisionSide.Left: case CollisionSide.Right: if (!(projectile.PhysicsState is NullPhysicsState)) { projectile.Explode(); } break; case CollisionSide.None: break; } }
public static void HandleCollision(IProjectile projectile, IEnemy enemy, CollisionSide side, IWorld world) { if (!(enemy.PhysicsState is EnemyDeadState)) { switch (side) { case CollisionSide.Top: case CollisionSide.Bottom: case CollisionSide.Left: case CollisionSide.Right: if (!(projectile.PhysicsState is NullPhysicsState) && !(projectile is JulianProjectile)) { projectile.Explode(); enemy.TakeDamage(); world.HUD.score += 200; } break; case CollisionSide.None: break; } } }