Ejemplo n.º 1
0
        public override void Fire()
        {
            currentFireTimer = 0;
            // We don't care what our bullets are called as we will never refer to them by name
            nameCounter++;
            BulletManager.AddObject(Bullet.Clone(), "Bullet" + nameCounter);

            if (FiringSoundEffect != null)
            {
                firingSoundEffectInstance        = FiringSoundEffect.CreateInstance();
                firingSoundEffectInstance.Volume = Options.SFXVolume;
                firingSoundEffectInstance.Play();
            }
        }
Ejemplo n.º 2
0
        public override void Fire()
        {
            currentFireTimer = 0;
            // We don't care what our bullets are called as we will never refer to them by name
            nameCounter++;
            Missile clone = Missile.Clone();

            clone.RigidBody.LinearVelocity = new Vector2(-250, clone.RigidBody.LinearVelocity.Y);
            MissileManager.AddObject(clone, "Missile" + nameCounter);

            if (FiringSoundEffect != null)
            {
                firingSoundEffectInstance        = FiringSoundEffect.CreateInstance();
                firingSoundEffectInstance.Volume = Options.SFXVolume;
                firingSoundEffectInstance.Play();
            }
        }
Ejemplo n.º 3
0
        public override void Initialize()
        {
            base.Initialize();

            Beam = new Beam(this, ShipBeamTurretData.BulletAsset, true);
            Beam.LoadContent();
            Beam.Initialize();
            Beam.Opacity = 0;

            // Create the firing sound effect instance - we will just pause and unpause this
            // Bit of a hack, we play, but with 0 volume so that we can just pause and resume later, rather than having to check in Fire() whether it has been played yet
            firingSoundEffectInstance          = FiringSoundEffect.CreateInstance();
            firingSoundEffectInstance.IsLooped = true;
            firingSoundEffectInstance.Volume   = 0;
            firingSoundEffectInstance.Play();

            firing = false;
        }