void CheckForCollisionsWEnemy() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsEnemy) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { //if(isCollider) //{ CircleCollider.IsCollision = true; Console.WriteLine("Colliding with enemy"); GameManager.Instance.EnemyKills++; Program.Characters[i].LifeController.GetDamage(Damage); LifeController.Deactivate(this); //Program.Characters.Remove(Program.Characters[i]); Console.WriteLine("Killcount" + GameManager.Instance.EnemyKills); //Console.WriteLine("Enemy current life" + Level1Screen.Enemies[i].LifeController.CurrentLife); //} } } } //isCollider = true; }
protected override void CheckForCollisionsWithPlayer() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsPlayer) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { GiveDamage(Program.Characters[i]); Console.WriteLine($"Player current damage: {Program.Characters[i].Damage}"); LifeController.Deactivate(this); } } } }
void CheckForCollisionsWPlayer() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsPlayer && CircleCollider.CheckforCollisions(Program.Characters[i])) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { //Program.Characters[i].LifeController.GetDamage(Damage); LifeController.Deactivate(this); } } //Console.WriteLine("Collision W/ Player"); } }
void CheckForCollisions() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsPlayer) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { circleCollider.IsCollision = true; Program.Characters[i].LifeController.GetDamage(Damage); Console.WriteLine("Collision with Player. CurrentLife" + Program.Characters[i].LifeController.CurrentLife); LifeController.Deactivate(Program.Characters[i]); } } } }
public override void Update() { Move(); timer += Time.DeltaTime; if (timer >= BulletLifetime) { LifeController.Deactivate(this); } collTimer += Time.DeltaTime; //if(collTimer >= maxCollTimer) CheckForCollisionsWEnemy(); //CheckForCollisionsWithAsteroids(); //Console.WriteLine($"Is collider {isCollider}"); }
void CheckForCollisions() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsPlayer) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { Console.WriteLine("Collision with player"); Program.Characters[i].LifeController.GetDamage(Damage); //CircleCollider.IsCollision = true; //Program.Characters[i].LifeController.Damaged = true; LifeController.Deactivate(this); Console.WriteLine($"Player current life {Program.Characters[i].LifeController.CurrentLife}"); //LifeController.Destroyed = true; //LifeController.Deactivate(); } } } }
void CheckForCollisionsWPlayer() { for (int i = 0; i < Program.Characters.Count; i++) { if (Program.Characters[i].LifeController.IsPlayer && CircleCollider.CheckforCollisions(Program.Characters[i])) { if (CircleCollider.CheckforCollisions(Program.Characters[i])) { RouletteAction(); //Program.Characters[i].LifeController.GetDamage(Damage); LifeController.Destroyed = true; //powerUps.Add(PowerUpsFactory.CreatePowerUp(PowerUpsFactory.PowerUps.damage, new Vector2(400, 400))); LifeController.Deactivate(this); } } //Console.WriteLine("Collision W/ Player"); } }