public float TakeDamage(float damage) { int minusScore = (int)(damage * 108); PlayerStats.ShieldEnergy -= damage; PlayerStats.Score -= minusScore; ShowPoints pts = new ShowPoints(-minusScore); pts.Position.X = Position.X; pts.Position.Y = Position.Y; SceneManager.Instance.Scene.Add(pts); return(PlayerStats.TotalLife); }
private void OnBoltHit(object sender, EventArgs e) { if (e is CollisionEventArgs) { CollisionEventArgs ce = (CollisionEventArgs)e; if (ce.Source.Type == ObjectType.ENEMY) { PlayerStats.Score += 50; ShowPoints points = new ShowPoints(50); points.Position.X = ce.Who.Position.X; points.Position.Y = ce.Who.Position.Y; SceneManager.Instance.Scene.Add(points, 6); if (ce.Who is ITakeDamage && ((ITakeDamage)ce.Who).Life <= 0f) { PlayerStats.WeaponEnergy += 5.0f; } } } }