protected virtual void OnOutOfBounds(GameEventArgs e) { EventHandler<GameEventArgs> handler = OutOfBounds; if (handler != null) handler(this, e); }
protected virtual void OnSpawn(GameEventArgs e) { EventHandler<GameEventArgs> handler = Spawn; if (handler != null) handler(this, e); }
protected virtual void OnDying(GameEventArgs e) { IsDying = true; EventHandler<GameEventArgs> handler = Dying; if (handler != null) handler(this, e); }
protected virtual void OnMove(GameEventArgs e) { EventHandler<GameEventArgs> handler = Move; if (handler != null) handler(this, e); }
public void End(object sender, GameEventArgs args) { UnloadContent(); OnEnding(new GameEventArgs(GameCore.Time)); }
protected virtual void OnDead(GameEventArgs e) { IsDying = false; EventHandler<GameEventArgs> handler = Dead; if (handler != null) handler(this, e); }
private void MissedEnemy(object sender, GameEventArgs args) { Missed++; }
protected virtual void OnStarting(GameEventArgs e) { EventHandler<GameEventArgs> handler = Starting; if (handler != null) handler(this, e); }
private void OnEnd(GameEventArgs e) { EventHandler<GameEventArgs> handler = End; if (handler != null) handler(this, e); }
private void Respawn(object sender, GameEventArgs gameEventArgs) { do { speed.Y = (float)rng.NextDouble() * -3 - 1; position.Y = rng.Next(-Height * 2, -Height); position.X = rng.Next(0, GameCore.GameView.Width - Width); } while (!GameCore.enemies.Any(IsColliding)); Health = DefaultLives; OnSpawn(new GameEventArgs(GameCore.Time)); }
private void Remove(object sender, GameEventArgs args) { Bullets.Remove(sender as Projectile); }