I have created the enemy "Fly" that starts with 2 health. If it gets hit by a bullet I want the health of the specific Fly to change to 1, the next time to 0 etc. I know how to give Fly an initial health value, but not how to change it while the game is running.
I would appreciate help!
public static State RunUpdate(ContentManager content, GameWindow window,
GameTime gameTime)
{
background.Update(window);
player.Update(window, gameTime);
foreach (Enemy e in enemies.ToList())
{
foreach (Bullet b in player.Bullets.ToList())
{
if (e.CheckCollision(b))
{
e.IsAlive = false;
}
}
if (e.IsAlive)
{
if (e.CheckCollision(player))
{
player.IsAlive = false;
}
e.Update(window);
}
else
{
enemies.Remove(e);
}
}
}
public abstract class Enemy : PhysicalObject
{
protected int health;
public Enemy(Texture2D texture, float X, float Y, float speedX,
float speedY, int health) : base(texture, X, Y, 6f, 0.3f)
{
// Without this, the health of the Fly is set to 0 I believe.
// Is there a more correct way to do it?
this.health = health;
}
public abstract void Update(GameWindow window);
}
class Fly : Enemy
{
public Fly(Texture2D texture, float X, float Y) : base(texture, X, Y, 0f, 3f, 2)
{ }
public override void Update(GameWindow window)
{
vector.Y += speed.Y * 7;
if (vector.X > window.ClientBounds.Width - texture.Width || vector.X < 0)
speed.X *= -1;
if (vector.Y > window.ClientBounds.Height - texture.Height || vector.Y < 0)
speed.Y *= -1;
}
}
You already have working collision detection that seems to instantly kill the enemy on hit. Try changing it to:
foreach (Bullet b in player.Bullets.ToList())
{
if (e.CheckCollision(b))
{
e.Health--
if(e.Health <= 0) //Health of 0 means dead right?
e.IsAlive = false;
}
}
If you wish to keep health as protected field and not make it public, create a public method to class Enemy that reduces its health by one and use it from that collision detection block.
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