public void Update(GameTime gameTime) { CheckMouseAndUpdateMovement(); BulletUpdate(gameTime); if (_enemyLib != null) { if (_enemyLib.IsShooting) { ShootingEnemy(); } position = new Vector2(_enemyLib.Position.X, _enemyLib.Position.Y); WeaponLib.Update(PlayerLib.Position.X - position.X, (PlayerLib.Position.Y + 15) - position.Y); } else { position = new Vector2(PlayerLib.Position.X + 23, PlayerLib.Position.Y + 25); if (Player.CurrentPlayer.Animation.Effect == SpriteEffects.FlipHorizontally) { _effect = SpriteEffects.FlipVertically; } else { _effect = SpriteEffects.None; } WeaponLib.Update(_currentMouse.X - _ctx.GraphicsDevice.Viewport.Width / 2, _currentMouse.Y - _ctx.GraphicsDevice.Viewport.Height / 2); } }
public Bullet(Texture2D texture, Vector2 position, SpriteBatch spritebatch, WeaponLib ctx) : base(texture, position, spritebatch) { _origin = new Vector2(1, 12); _rotation = ctx.Rotation; base.position = new Vector2(base.position.X, base.position.Y); BulletLib = new BulletLib(ctx, new System.Numerics.Vector2(base.position.X, base.position.Y), texture.Height, texture.Width); }
public Weapon(Texture2D weaponTexture, Texture2D bulletTexture, DungeonPlanetGame ctx, Vector2 position, SpriteBatch spritebatch, EnemyLib enemyLib) : base(weaponTexture, position, spritebatch) { _enemyLib = enemyLib; _origin = new Vector2(-2, 7); WeaponLib = new WeaponLib(); Bullets = new List <Bullet>(); BulletsEnemy = new List <Bullet>(); _time = 0; _ctx = ctx; _bulletTexture = bulletTexture; }
public MonsterBullets(Texture2D texture, Vector2 position, SpriteBatch spritebatch, WeaponLib weapon, Board board, Weapon weaponCtx) : base(texture, position, spritebatch, weapon, board, weaponCtx) { _player = Board.CurrentBoard._player; }