Ejemplo n.º 1
0
 // shooting enemy
 // enemy always shoots when it can
 public void Shoot()
 {
     if (fireRate > rangeWeap.FireRate)
     {
         //float volume = 0.1f;
         //float pitch = 0.0f;
         //float pan = 0.0f;
         //effect.Play(volume, pitch, pan);
         rangeWeap.Attack();
         fireRate = 0;
     }
     else
     {
         fireRate++;
     }
 }
Ejemplo n.º 2
0
        public void GetInput()
        {
            if (kstate.IsKeyDown(Keys.Escape))
            {
                lvl.NeedsReset      = true;
                Game1.currentScreen = Game1.GameStates.MainScreen;
            }
            // save keyboard state
            kstate = Keyboard.GetState();

            // movement controls
            if (kstate.IsKeyDown(Keys.W))
            {
                Y = Y - speed;
            }
            if (kstate.IsKeyDown(Keys.A))
            {
                X = X - speed;
            }
            if (kstate.IsKeyDown(Keys.S))
            {
                Y = Y + speed;
            }
            if (kstate.IsKeyDown(Keys.D))
            {
                X = X + speed;
            }

            //Direction
            // code to figure out where player is aiming
            if (kstate.IsKeyDown(Keys.W))
            {
                if (kstate.IsKeyDown(Keys.A))
                {
                    motion = Direction.Up_Left;
                }
                else if (kstate.IsKeyDown(Keys.D))
                {
                    motion = Direction.Up_Right;
                }
                else
                {
                    motion = Direction.Up;
                }
            }
            if (kstate.IsKeyDown(Keys.S))
            {
                if (kstate.IsKeyDown(Keys.A))
                {
                    motion = Direction.Down_Left;
                }
                else if (kstate.IsKeyDown(Keys.D))
                {
                    motion = Direction.Down_Right;
                }
                else
                {
                    motion = Direction.Down;
                }
            }
            if (kstate.IsKeyDown(Keys.A) && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.D) == false)
            {
                motion = Direction.Left;
            }
            if (kstate.IsKeyDown(Keys.D) && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.A) == false)
            {
                motion = Direction.Right;
            }

            // if no keys are down shoots straight up
            //if (kstate.IsKeyDown(Keys.A) == false && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.D) == false) { motion = Direction.Up; }

            if (CanShoot() && kstate.IsKeyDown(Keys.Space))
            {
                //float volume = 0.4f;
                //float pitch = 0.0f;
                //float pan = 0.0f;
                //effect.Play(volume, pitch, pan);
                rangeWeap.Attack();
            }

            // TEST USE ITEM FROM BAG
            // B to use first item in Bag
            if (kstate.IsKeyDown(Keys.B) && oldstate.IsKeyDown(Keys.B) != true)
            {
                this.TestItem();
            }
        }