How about something like this:
Code:
const
 BOMB_DAMAGE = -10;

procedure TBomb.DoCollision((Sprite: TSprite; var Done: Boolean);
begin
 if sprite is TPlayer then begin
  (sprite as TPlayer).UpdateShields(BOMB_DAMAGE);
  //other collision stuff
 end;
end;

procedure TPlayer.UpdateShields)amount : integer);
begin
 Inc(self.FShields,amount);
 if self.FShields < 0  then
  self.Dead;
end;