Time for action – destroying enemies

  1. Add checkShotEnemyImpacts() and checkRocketSplashDamage() to the Collision Detection region of the WeaponManager class:
    private static void checkShotEnemyImpacts(Sprite shot)
    {
        if (shot.Expired)
        {
            return;
        }
    
        foreach (Enemy enemy in EnemyManager.Enemies)
        {
            if (!enemy.Destroyed)
            {
                if (shot.IsCircleColliding(
                    enemy.EnemyBase.WorldCenter, 
                    enemy.EnemyBase.CollisionRadius))
                {
                    shot.Expired = true;
                    enemy.Destroyed = true;
                    if (shot.Frame == 0)
                    {
                        EffectsManager.AddExplosion(
                            enemy.EnemyBase.WorldCenter,
                            enemy.EnemyBase.Velocity / 30);
                    }
                    else
                    {
                        if (shot.Frame == 1)
                        {
                            createLargeExplosion(shot.WorldCenter);
                            checkRocketSplashDamage(shot.WorldCenter);
                        }
                    }
                }
            }
        }
    }
    
     private static void checkRocketSplashDamage(Vector2 location) ...

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