Example #1
0
 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);
     }
 }
Example #2
0
 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);
 }
Example #3
0
 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;
 }
Example #4
0
 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;
 }