public override void Update() { if (!check) { pos = new Vector2(pos.X - speed, pos.Y); } else { pos = new Vector2(pos.X + speed, pos.Y); } if (pos.X >= 1600) { check = false; } if (pos.X <= 290) { check = true; } GameGlobals.ShootBulletTop(new Projectile2d("HeartTop", pos, new Vector2(60, 60), false, pos, GameGlobals.mainVector())); base.Update(); }
public override void Update() { if (!check) { pos = new Vector2(pos.X, pos.Y - speed); } else { pos = new Vector2(pos.X, pos.Y + speed); } if (pos.Y >= 850) { check = false; } if (pos.Y <= 250) { check = true; } GameGlobals.ShootBulletLeft(new Projectile2d("HeartLeft", pos, new Vector2(60, 60), false, pos, GameGlobals.mainVector())); base.Update(); }
// phím điều khiển public override void Update() { KeyboardState keyboardState = Keyboard.GetState(); MouseState mouseState = Mouse.GetState(); if (keyboardState.IsKeyDown(Keys.A)) { Globals.passObject(this); pos = new Vector2(pos.X - speed, pos.Y); } if (keyboardState.IsKeyDown(Keys.D)) { Globals.passObject(this); pos = new Vector2(pos.X + speed, pos.Y); } if (keyboardState.IsKeyDown(Keys.W)) { Globals.passObject(this); pos = new Vector2(pos.X, pos.Y - speed); } if (keyboardState.IsKeyDown(Keys.S)) { Globals.passObject(this); pos = new Vector2(pos.X, pos.Y + speed); } rot = Globals.RotateTowards(pos, new Vector2(Globals.mouse.newMousePos.X, Globals.mouse.newMousePos.Y)); if (World.isPower) { if (mouseState.LeftButton == ButtonState.Pressed) { GameGlobals.ShootBulletMainChar(new Projectile2dforMainChar("powerBullet", pos, new Vector2(100, 100), pos, new Vector2(mouseState.X, mouseState.Y))); } } base.Update(); }