Ejemplo n.º 1
0
        public void Fire(bool grapple, float velocity)
        {
            cWeapon wep;

            if (grapple)
            {
                if (_currentGrapple == null)
                {
                    Vector2 v = new Vector2((float)Math.Cos(_reticuleAngle), (float)Math.Sin(_reticuleAngle));
                    _currentGrapple = PrimalDevistation.Instance.Weapons.SpawnGrapple(this, _position + (v * 30), v * (16 * velocity));
                }
                else
                {
                    PrimalDevistation.Instance.Weapons.ReleaseGrapple(_currentGrapple);
                    _currentGrapple = null;
                }
            }
            else
            {
                if (_currentAmmoLevels[_currentWeaponIndex, 2] <= _currentAmmoLevels[_currentWeaponIndex, 3])
                {
                    return;
                }

                if (_currentAmmoLevels[_currentWeaponIndex, 4] >= _currentAmmoLevels[_currentWeaponIndex, 5])
                {
                    _currentAmmoLevels[_currentWeaponIndex, 2] = 0;
                    _currentAmmoLevels[_currentWeaponIndex, 0]--;
                    if (_currentAmmoLevels[_currentWeaponIndex, 0] <= 0)
                    {
                        _currentAmmoLevels[_currentWeaponIndex, 4] = 0;
                        _currentAmmoLevels[_currentWeaponIndex, 0] = _currentAmmoLevels[_currentWeaponIndex, 1];
                    }
                    wep = PrimalDevistation.Instance.Weapons.WeaponBlueprints[_currentWeaponIndex];

                    Vector2 v = new Vector2((float)Math.Cos(_reticuleAngle), (float)Math.Sin(_reticuleAngle));
                    PrimalDevistation.Instance.Weapons.SpawnWeapon(wep, _position + (v * 30), v * (8 * velocity) + Velocity, this);


                    cParticle p = new cParticle();
                    p.Texture    = _muzzleFlash;
                    p.MaxAge     = 100;
                    p.Position   = _position + (v * 30);
                    p.StartColor = Color.White;
                    p.EndColor   = Color.TransparentWhite;
                    PrimalDevistation.Instance.ParticleEffectSystem.Particles.Add(p);
                }
            }
        }
Ejemplo n.º 2
0
        public cPlayer(PlayerIndex playerIndex)
        {
            _friction           = 0.2f;
            _playing            = false;
            _lastKS             = Keyboard.GetState();
            _playerIndex        = playerIndex;
            _lastGPS            = GamePad.GetState(playerIndex);
            _collisionBounds    = new Rectangle(-15, -15, 30, 30);
            _boundsCollision    = true;
            _weaponSwitching    = false;
            _currentWeaponIndex = 0;
            _firePointRight     = 0;
            _firePointLeft      = 0;
            _canWalk            = true;
            _currentGrapple     = null;
            _dJump         = false;
            _score         = 0;
            _reticuleAngle = 0;


            if (playerIndex == PlayerIndex.One)
            {
                _primaryColor = new Color(78, 164, 222);
            }
            if (playerIndex == PlayerIndex.Two)
            {
                _primaryColor = new Color(154, 222, 78);
            }
            if (playerIndex == PlayerIndex.Three)
            {
                _primaryColor = new Color(249, 157, 28);
            }
            if (playerIndex == PlayerIndex.Four)
            {
                _primaryColor = new Color(222, 78, 185);
            }



            Respawn();
        }