/// <summary>
        /// Recicla um missil que é necessário para o jogo
        /// </summary>
        /// <param name="assetname">Textura do missil a utilizar</param>
        /// <param name="tipoMissil">Tipo de missil - inimigo ou jogador</param>
        /// <param name="direcao">Direção do ecrã em que o missil se move</param>
        /// <param name="origemBala">Entidade que originou o missil</param>
        /// <param name="alvo">Alvo do missil teleguiado</param>
        /// <returns>Missil reciclado</returns>
        public static Missil addMissil(string assetname, TipoMissil tipoMissil, int direcao, OrigemBala origemBala, FlyingEntity alvo = null)
        {
            missilTemp = misseisMortos.First();
            if (assetname == "missilPlayer")
            {
                missilTemp.image = missilplayer;
            }
            else
            {
                missilTemp.image = missilinimigo;
            }
            vectorTemp.X             = 1f;
            vectorTemp.Y             = (float)missilTemp.image.Height / (float)missilTemp.image.Width;
            missilTemp.size          = vectorTemp;
            missilTemp.spriteEffects = direcao > 0 ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
            missilTemp.tipoMissil    = tipoMissil;
            missilTemp.direccao      = direcao;
            missilTemp.alvo          = alvo;
            missilTemp.origemBala    = origemBala;

            misseisAtivos.Add(missilTemp);
            misseisMortos.Remove(missilTemp);
            return(missilTemp);
        }
 /// <summary>
 /// Recicla um missil que já não é necessário
 /// </summary>
 /// <param name="missil">Instância de missil a remover dos misseis ativos</param>
 public static void removeMissil(Missil missil)
 {
     misseisAtivos.Remove(missil);
     misseisMortos.Add(missil);
 }
Beispiel #3
0
        /// <summary>
        /// Atualiza o estado do jogador
        /// </summary>
        /// <param name="gameTime">Instância de gametime</param>
        public override void Update(GameTime gameTime)
        {
            this.shootTime = 1.5f / Camera.velocidadegeral;
            this.speed     = Camera.velocidadegeral * 3;

            //Movimento da nave atraves do teclado

            //Guarda o estado do teclado
            currentKeyboardState = Keyboard.GetState();
            //Se pressionado esquerda
            if (currentKeyboardState.IsKeyDown(Keys.Left))
            {
                if (this.position.X - this.size.X / 2 > Camera.GetTarget().X - Camera.worldWidth / 2)
                {
                    this.position.X -= speed;
                }
            }
            //Se pressionado cima
            if (currentKeyboardState.IsKeyDown(Keys.Up))

            {
                if (this.position.Y + this.size.Y / 2 < Camera.GetTarget().Y + Camera.GetWorldHeight() / 2)
                {
                    this.position.Y += speed;
                }
            }
            //Se pressionado baixo
            if (currentKeyboardState.IsKeyDown(Keys.Down))
            {
                if (-this.position.Y + this.size.Y / 2 < Camera.GetTarget().Y + Camera.GetWorldHeight() / 2)
                {
                    this.position.Y -= speed;
                }
            }
            //Se pressioando direita
            if (currentKeyboardState.IsKeyDown(Keys.Right))
            {
                if (this.position.X + this.size.X / 2 < Camera.GetTarget().X + Camera.worldWidth / 2)
                {
                    this.position.X += speed;
                }
            }
            lastposition = this.position;
            if (currentKeyboardState.IsKeyDown(Keys.W))
            {
                Camera.velocidadegeral += 0.00005f;
            }
            if (currentKeyboardState.IsKeyDown(Keys.S))
            {
                if (Camera.velocidadegeral > 0f)
                {
                    Camera.velocidadegeral -= 0.00005f;
                }
                else
                {
                    Camera.velocidadegeral = 0f;
                }
            }
            if (currentKeyboardState.IsKeyDown(Keys.Space))
            {
                if (contador >= shootTime)
                {
                    som.playTiro();
                    switch (tipobala)
                    {
                    case TipoBala.Simples:
                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y)));

                        break;

                    case TipoBala.Duplo:

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y + 0.05f)));
                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y - 0.05f)));

                        if (contadorMisseis > 3000)
                        {
                            scene.AddSprite(WeaponsManager.addMissil("missilPlayer", TipoMissil.EmFrente, 1, OrigemBala.player).Scl(0.15f).
                                            At(new Vector2(position.X + 0.4f, position.Y)));
                            contadorMisseis = 0;
                        }


                        break;

                    case TipoBala.Triplo:
                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.Cima).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y - 0.03f)));

                        //scene.AddSprite(new Bala(this.cManager, "balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                        //At(new Vector2(position.X + 0.4f, position.Y - 0.05f )));

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y)));

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.Baixo).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y + 0.03f)));



                        if (contadorMisseis > 3000)
                        {
                            List <Sprite> listaAlvos = this.scene.inimigos.FindAll(x => (x is NPC || x is Missil));
                            if (listaAlvos.Count > 0)
                            {
                                FlyingEntity alvo = (FlyingEntity)listaAlvos[Game1.random.Next(listaAlvos.Count)];
                                scene.AddSprite(WeaponsManager.addMissil("missilPlayer", TipoMissil.Teleguiado, 1, OrigemBala.player, alvo).Scl(0.15f).
                                                At(new Vector2(position.X + 0.4f, position.Y)));
                                contadorMisseis = 0;
                            }
                        }
                        break;

                    case TipoBala.Quadruplo:
                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.Cima).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y - 0.03f)));

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y - 0.03f)));

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.EmFrente).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y + 0.03f)));

                        scene.AddSprite(WeaponsManager.addBala("balaplayer", 1, OrigemBala.player, DireccaoBala.Baixo).Scl(0.09f).
                                        At(new Vector2(position.X + 0.4f, position.Y + 0.03f)));



                        if (contadorMisseis > 3000)
                        {
                            List <Sprite> listaAlvos = this.scene.inimigos.FindAll(x => (x is NPC || x is Missil));
                            if (listaAlvos.Count > 0)
                            {
                                FlyingEntity alvo = (FlyingEntity)listaAlvos[Game1.random.Next(listaAlvos.Count)];
                                scene.AddSprite(WeaponsManager.addMissil("missilPlayer", TipoMissil.Teleguiado, 1, OrigemBala.player, alvo).Scl(0.15f).
                                                At(new Vector2(position.X + 0.4f, position.Y)));
                                contadorMisseis = 0;
                            }
                        }
                        break;

                    default:
                        break;
                    }
                    contador = 0;
                }
            }
            //colisao com power ups
            if (this.scene.Collides(this, out this.collided, out this.collisionPoint, this.scene.powerUps))
            {
                if (this.collided is PowerUp)
                {
                    PowerUp powerUp = (PowerUp)collided;
                    if (powerUp.tipoPowerUp == TipoPowerUp.Vida)
                    {
                        if (this.Vida < 5)
                        {
                            this.Vida++;
                        }
                    }
                    else
                    if (this.tipobala != TipoBala.Quadruplo)
                    {
                        this.tipobala++;
                    }
                }
                this.collided.Destroy();
            }

            //colisao con cenario
            if (this.scene.Collides(this, out this.collided, out this.collisionPoint, this.scene.sprites))
            {
                if (collided is Cenario || collided is Defence)
                {
                    this.Destroy();
                    this.scene.AddExplosao(new AnimatedSprite(cManager, "explosao", 9, 9, false, position + new Vector2(0.2f, 0f), 1.5f));
                    Camera.addShake(500);
                }
            }

            //colisao com inimigos
            if (this.scene.Collides(this, out this.collided, out this.collisionPoint, this.scene.inimigos))
            {
                if (collided is Missil)
                {
                    Missil missil = (Missil)collided;
                    missil.thrust.Destroy();
                }
                this.collided.Destroy();
                this.scene.AddExplosao(new AnimatedSprite(cManager, "explosao", 9, 9, false, position + new Vector2(0.2f, 0f), 1.5f));
                Camera.addShake(500);
                if (!(collided is Missil))
                {
                    this.Destroy();
                }
            }

            if (this.Vida <= 0)
            {
                this.scene.AddExplosao(new AnimatedSprite(cManager, "explosao", 9, 9, false, this.position, 1.5f));
                som.playExplosao();
                Camera.addShake(500);
                this.scene.playerKilled = true;
                this.scene.ClearUI();

                this.Destroy();
            }

            this.position.X += Camera.speed;


            contador        += gameTime.ElapsedGameTime.Milliseconds;
            contadorMisseis += gameTime.ElapsedGameTime.Milliseconds;


            base.Update(gameTime);
        }