private static void KillPlayer() { PlayerShip.Instance.Kill(); enemies.ForEach(x => x.WasShot()); blackHoles.ForEach(x => x.Kill()); EnemySpawner.Reset(); }
/// <summary> /// Manages killing the player /// </summary> private static void KillPlayer() { // Kills the player ship and removes each enemy PlayerShip.Instance.Kill(); enemies.ForEach(x => x.KillEnemy(true)); EnemySpawner.Reset(); }
static void HandleCollisions() { // handle collisions between enemies for (int i = 0; i < enemies.Count; i++) { for (int j = i + 1; j < enemies.Count; j++) { if (IsColliding(enemies[i], enemies[j])) { enemies[i].HandleCollision(enemies[j]); enemies[j].HandleCollision(enemies[i]); } } } // handle collisions between bullets and enemies for (int i = 0; i < enemies.Count; i++) { for (int j = 0; j < bullets.Count; j++) { if (IsColliding(enemies[i], bullets[j])) { enemies[i].WasShot(); bullets[j].IsExpired = true; } } } // handle collisions between the player and enemies for (int i = 0; i < enemies.Count; i++) { if (enemies[i].IsActive && IsColliding(PlayerShip.Instance, enemies[i])) { PlayerShip.Instance.Kill(); enemies.ForEach(x => x.WasShot()); EnemySpawner.Reset(); break; } } }