public void ModifyPlayerMoveState(Vector2i directionVector, Enums.players player) { if (_listOfPlayers[(int)player].IsAlive) { _listOfPlayers[(int)player].MultiplyVelocity(directionVector); } }
public void ModifyPlayerShotState(bool isShooting, Enums.players player) { if (isShooting && _listOfPlayers[(int)player].IsAlive) //If the player fired a bullet, add it to listOfBullets { _listOfBullets.Add(_listOfPlayers[(int)player].Shoot()); } }
public void ListenForPlayerInput() { for (Enums.players player = 0; player < Enums.players.End; player++) { var result = keyEventResolver.ListenForPlayersInput(player); gameOverseer.ModifyPlayerMoveState(result, player); } }
public Vector2i ListenForPlayersInput(Enums.players player) { switch (player) { case Enums.players.Player1: return(ListenForInputPlayer1Dark()); case Enums.players.Player2: return(ListenForInputPlayer2Light()); } return(new Vector2i(0, 0)); }
/// <summary> /// Resolves the keyPressedEvents. /// </summary> /// <param name="args">Arguments of the pressed key</param> /// <param name="player">The ID of the player that is being checked.</param> /// <returns>Tuple with axis multipliers of movement for the player and a boolean indicating shot.</returns> public bool ResolveKeyPressedEventPlayers(KeyEventArgs args, Enums.players player) { switch (player) { case Enums.players.Player1: return(CheckMovementKeysPlayer1Dark(args)); case Enums.players.Player2: return(CheckMovementKeysPlayer2Light(args)); } return(false); }
public void HandleKeyPressedEvent(KeyEventArgs keyArgs) { if (keyEventResolver.ResolveKeyPressedEndProgram(keyArgs)) { changeState(Core.gameState.Exit); return; } if (keyEventResolver.ResolveKeyPressedResetState(keyArgs)) { gameOverseer.ResetState(); timeCounter.ResetTimer(); } for (Enums.players player = 0; player < Enums.players.End; player++) { var result = keyEventResolver.ResolveKeyPressedEventPlayers(keyArgs, player); gameOverseer.ModifyPlayerShotState(result, player); } }
public Player(string name) { numberOfPlayers++; if (numberOfPlayers > 2) { throw new Exception("There is no way for more than 2 players!"); } if (numberOfPlayers == 1) { playerSprite.Texture = Textures.Player1Texture; player = Enums.players.Player1; } else { playerSprite.Texture = Textures.Player2Texture; player = Enums.players.Player2; } this.name = name; }
public override void ReceiveHit(Bullet bullet) { if (bullet.Player != _vulnerableToPlayer) { return; } _health -= bullet.damage; if (Health <= 0) { this._isAlive = false; Reset(); } else { this.gateSprite.Texture = Textures.NorTexture2; this._vulnerableToPlayer = Enums.players.Player2; } }
public Bullet(Enums.players player, Vector2f startingPosition) { this.Player = player; _shape.Position = startingPosition; _shape.FillColor = Color.Cyan; }
public new void Reset() { base.Reset(); this.gateSprite.Texture = Textures.NandTexture; this._vulnerableToPlayer = Enums.players.Player2; }