public Projectile Shoot(Projectile.ProjectileType pt, Direction d)
        {
            Point projectileLocation = new Point(Sprite.Location.X + (Sprite.Width / 2), Sprite.Location.Y + (Sprite.Height / 2));
            Projectile pr = new Projectile();
            switch (pt)
            {
                case Projectile.ProjectileType.Bullet:
                    pr = new Bullet(this, projectileLocation);
                    pr.Direction = d;
                    pr.SetController(controller);
                    pr.StartMoving();
                    break;

                case Projectile.ProjectileType.Laser:
                    if (d != Direction.Stop)
                    {
                        pr = new Laser(this, projectileLocation, d);
                        pr.SetController(controller);
                        pr.StartMoving();
                    }
                    break;

                //case Projectile.ProjectileType.Missile:
                //    pr = new Missile(this, projectileLocation, GetRandomEnemy(this));
                //    pr.SetController(controller);
                //    pr.StartMoving();
                //    break;
            }
            return pr;
        }
        public void Fire()
        {
            if (_fireRecoveryTime > 0)
            {
                return;
            }
            else
            {
                _fireRecoveryTime = FireRecovery;
            }

            Bullet bullet = new Bullet(_bulletTexture);
            bullet.SetColor(new Color(0, 1, 0, 1));
            bullet.SetPosition(_sprite.GetPosition() + _gunOffset);
            _bulletManager.Shoot(bullet);
        }
Beispiel #3
0
        public override void intersectBullet(Bullet b)
        {
            base.intersectBullet(b);

            if (Math.Abs(b.vX) > Math.Abs(b.vY))
            {
                double oldX = X;
                X += 20 * (int)(Math.Abs(b.vX) / b.vX);

                foreach (Entity e in World.getEntities())
                {
                    if (e.Removed)
                        continue;

                    if (e != this && !(e is Bullet) && e.getBounds2D().intersects(getBounds2D()))
                    {
                        X = oldX;
                        break;
                    }
                }
            }
            else
            {
                double oldY = Y;

                Y += 20 * (int)(Math.Abs(b.vY) / b.vY);

                foreach (Entity e in World.getEntities())
                {
                    if (e.Removed)
                        continue;

                    if (e != this && !(e is Bullet) && e.getBounds2D().intersects(getBounds2D()))
                    {
                        Y = oldY;
                        break;
                    }
                }
            }
        }
Beispiel #4
0
        public void Update(double elapsedTime)
        {
            _shootCountDown = _shootCountDown - elapsedTime;
            if (_shootCountDown <= 0)
            {
                Bullet bullet = new Bullet(_bulletTexture);
                Vector currentPosition = _sprite.GetPosition();
                Vector bulletDir = _playerCharacter.GetPosition() - currentPosition;
                bulletDir = Vector.Normalize(bulletDir);
                bullet.Direction = bulletDir;

                bullet.Speed = 350;
                //bullet.Direction = new Vector(-1, 0, 0);
                bullet.SetPosition(_sprite.GetPosition());
                bullet.SetColor(new Engine.Color(1, 0, 0, 1));
                _bulletManager.EnemyShoot(bullet);
                RestartShootCountDown();
            }

            if (Path != null)
            {
                Path.UpdatePosition(elapsedTime, this);
            }
            if (_hitFlashCountDown != 0)
            {
                _hitFlashCountDown = Math.Max(0, _hitFlashCountDown - elapsedTime);
                double scaledTime = 1 - (_hitFlashCountDown / HitFlashTime);
                _sprite.SetColor(new Engine.Color(1, 1, (float)scaledTime, 1));
            }
        }
Beispiel #5
0
        internal void OnCollision(Bullet bullet)
        {
            // If the ship is already dead then ignore any more bullets.
            if (Health == 0)
            {
                return;
            }

            Health = Math.Max(0, Health - 25);
            _hitFlashCountDown = HitFlashTime; // half
            _sprite.SetColor(new Engine.Color(1, 1, 0, 1));

            if (Health == 0)
            {
                OnDestroyed();
            }
        }
Beispiel #6
0
 public void Shoot(Bullet bullet)
 {
     _bullets.Add(bullet);
 }
Beispiel #7
0
        public override void intersectBullet(Bullet b)
        {
            base.intersectBullet(b);

            blowUp();
        }
Beispiel #8
0
 public void Add(Bullet b)
 {
    bullets.Add(b);
 }
Beispiel #9
0
 public override void intersectBullet(Bullet b)
 {
     World.remove(b);
 }
Beispiel #10
0
        internal void OnCollision(Bullet bullet)
        {
            if (Health == 0)
            {
                return;
            }

            Health = Math.Max(0, Health - 25);
            _hitFlashCountDown = HitFlashTime;
            _sprite.SetColor(new Engine.Color(1, 1, 0, 1));

            if(Health == 0) {
                OnDestroyed();
            }
        }
 internal void OnCollision(Bullet bullet)
 {
     _dead = true;
 }
Beispiel #12
0
 public virtual void intersectBullet(Bullet b)
 {
     World.remove(b);
 }
Beispiel #13
0
 public override void intersectBullet(Bullet b)
 {
 }
Beispiel #14
-1
 public void EnemyShoot(Bullet bullet)
 {
     _enemyBullets.Add(bullet);
 }