Ejemplo n.º 1
0
 public virtual int Update(GameTime gameTime)
 {
     HandleInput(gameTime);
     if (p != null)
     {
         p.Update(gameTime);
         if (p.destroySig == 1 || ConvertUnits.ToDisplayUnits(p.body.Position.X) < 0 || ConvertUnits.ToDisplayUnits(p.body.Position.X) > 800)
         {
             p.Dispose();
             p = null;
             nextWind();
             return (turn + 1);
         }
     }
     return turn;
 }
 private void HandleShooting(KeyboardState keyState, KeyboardState oldState, GameTime gameTime)
 {
     if (keyState.IsKeyUp(Keys.Enter) && oldState.IsKeyDown(Keys.Enter))
     {
         if (p == null)
         {
             p = new Projectile(world, new Vector2(ConvertUnits.ToDisplayUnits(cannon.Body.Position.X) + (float)Math.Cos(cannon.Body.Rotation - (float)Math.PI / 2) * 50, ConvertUnits.ToDisplayUnits(cannon.Body.Position.Y) + (float)Math.Sin(cannon.Body.Rotation - (float)Math.PI / 2) * 50), 16, 16, 1, cannon.Body.Rotation - (float)Math.PI / 2, texture);
         }
     }
 }
Ejemplo n.º 3
0
 private void HandleShooting(int state, int oldState, GameTime gameTime)
 {
     if (getKeyState(state,false,Keys.Enter) && getKeyState(oldState,true,Keys.Enter) && p == null)
     {
         shootPower = 0f;
         increasePower = true;
         activity = Activity.Shooting;
     }
     if (getKeyState(state,false,Keys.Enter) && getKeyState(oldState,false,Keys.Enter) && p == null)
     {
         if (increasePower == true)
         {
             if (shootPower < 40f)
             {
                 shootPower += 0.2f;
             }
             if (shootPower >= 40f)
             {
                 increasePower = false;
             }
         }
         else if (increasePower == false)
         {
             if (shootPower > 0f)
             {
                 shootPower -= 0.2f;
             }
             if (shootPower <= 0f)
             {
                 increasePower = true;
             }
         }
     }
     if (getKeyState(state,true,Keys.Enter) && getKeyState(oldState,false,Keys.Enter) && p == null)
     {
         p = new Projectile(world, new Vector2(ConvertUnits.ToDisplayUnits(cannon.Body.Position.X) + (float)Math.Cos(cannon.Body.Rotation - (float)Math.PI / 2) * 50, ConvertUnits.ToDisplayUnits(cannon.Body.Position.Y) + (float)Math.Sin(cannon.Body.Rotation - (float)Math.PI / 2) * 50),
                            16, 16, 1, cannon.Body.Rotation - (float)Math.PI / 2, shootPower, wind, chTexture.projectile);
         activity = Activity.Idle;
         shootPower = 0f;
     }
 }