/// <summary> /// Reakcja na znalezienie przez Vandala /// Efekt dźwiękowy i zwiększenie liczby dynamitów o 5 /// </summary> /// <param name="map">Mapa obiektów</param> public override void OnFound(Map.Map map) { if (!map.player.AudioSettings.IsMuted) { SoundEffect.MasterVolume = (float)map.player.AudioSettings.SoundVolume; found_soundEffect.Play(); } map.addPlayersDynamites(5); }
/// <summary> /// Upusc dynamit /// </summary> /// <param name="game_map">mapa obiektow</param> /// <param name="gametime">czas gry</param> public void LeftDynamite(Map.Map game_map, GameTime gametime) { int dyn_x = x - 1; int dyn_y = y; switch (view_direction) { case Game.direction.right: dyn_x = x - 1; dyn_y = y; break; case Game.direction.left: dyn_x = x + 1; dyn_y = y; break; case Game.direction.up: dyn_x = x; dyn_y = y + 1; break; case Game.direction.down: dyn_x = x; dyn_y = y - 1; break; } //nie zmieniamy pozycji Vandala (wstawiamy dynamit za Vandalem) collision_obj = game_map.getObject(dyn_x, dyn_y); if (collision_obj.GetType() == typeof(NonDestroyableObjects.Puste)) { game_map.setObject(dyn_x, dyn_y, new Weapon.Dynamit(content, new Rectangle(dyn_x * this.rectangle.Width, dyn_y * this.rectangle.Height, this.rectangle.Width, this.rectangle.Height), dyn_x, dyn_y, gametime)); game_map.addPlayersDynamites(-1); } }