override public function update():Void
{
//etc
///
//Hitting Mob
//FlxG.overlap(ChainGun.group, enemyGroup, playerHitEnemy);
FlxG.collide(PlayerChainBall, enemyGroup,playerHitEnemy);
FlxG.collide(PlayerChainBall, enemyGroup);
//Checking to see if pixel perfect collisions would change anything
for (obj in enemyGroup.members)
{
if (FlxG.pixelPerfectOverlap(PlayerChainBall, obj))
{
FlxG.collide(PlayerChainBall, enemyGroup,playerHitEnemy);
}
}
//etc
super.update();
}
///etc
/////
//Enemy getting hit by player bullet
private function playerHitEnemy(playerBullet:FlxObject, enemy:SlimeClasses):Void
{
FlxG.sound.play("Splat", 0.95);
enemy.health -= 1;
enemy.bonked = true;
if (enemy.health <= 0)
{
particleEmitter.x = enemy.x + 8;
particleEmitter.y = enemy.y + 8;
var i:Int;
for (i in 0...10) {
var particle:FlxParticle = new FlxParticle();
particle.makeGraphic(2, 2, FlxColor.RED);
particle.visible = false;
particleEmitter.add(particle);
}
particleEmitter.start(true, 2, 0, 10, 1);
//if (enemy.SlimeClass == 0) money += 4;
//if (enemy.SlimeClass == 1) money += 16;
//if (enemy.SlimeClass == 2) money += 80;
enemy.kill();
enemyGroup.remove(enemy, true);
}
}