public void CD(object sender, CoolDownShotArgs arg) { if (CDVG.MCD >= MainCoolDown) { CDVG = new CoolDownVaritableGroup(MainCoolDown, CDVG.FCD, CDVG.SCD, CDVG.TCD); if (CDVG.TCD >= CoolDownThirdBullet) { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CDVG.FCD, CDVG.SCD, CoolDownThirdBullet); if (CDVG.SCD >= CoolDownSecondBullet) { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CDVG.FCD, CoolDownSecondBullet, CDVG.TCD); if (CDVG.FCD >= CoolDownFirstBullet) { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CoolDownFirstBullet, CDVG.SCD, CDVG.TCD); } else { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CDVG.FCD + arg.FrameTime.ElapsedTime.AsSeconds(), CDVG.SCD, CDVG.TCD); } } else { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CDVG.FCD, CDVG.SCD + arg.FrameTime.ElapsedTime.AsSeconds(), CDVG.TCD); } } else { CDVG = new CoolDownVaritableGroup(CDVG.MCD, CDVG.FCD, CDVG.SCD, CDVG.TCD + arg.FrameTime.ElapsedTime.AsSeconds()); } } else { CDVG = new CoolDownVaritableGroup(CDVG.MCD + arg.FrameTime.ElapsedTime.AsSeconds(), CDVG.FCD, CDVG.SCD, CDVG.TCD); } }
public Tower(Vector2f position) { CDVG = new CoolDownVaritableGroup(0, 0, 0, 0); Sprite = new Sprite(Resurses.TowerTexture, new IntRect(0, 0, 132, 54)) { Origin = new Vector2f(27, 27), Position = position }; ShotSound = new Sound(); Rnd = new Random(); }
public void Shot(object sender, MouseButtonEventArgs arg) { if (Game.Level > 0 && arg.Button == Mouse.Button.Left) { if (CDVG.MCD >= MainCoolDown) { if (CDVG.FCD >= CoolDownFirstBullet) { BulletSpawnEvent.Invoke(this, new BulletSpawnArgs(new Bullet(Position, Sprite.Rotation, Resurses.PlayerBullet, WhoIs._player))); CDVG = new CoolDownVaritableGroup(0, 0, CDVG.SCD, CDVG.TCD); ShotSound.SoundBuffer = Resurses.SoundBuffersTankShot[Rnd.Next(0, 3)]; ShotSound.Play(); } else if (CDVG.SCD >= CoolDownSecondBullet) { BulletSpawnEvent.Invoke(this, new BulletSpawnArgs(new Bullet(Position, Sprite.Rotation, Resurses.PlayerBullet, WhoIs._player))); CDVG = new CoolDownVaritableGroup(0, 0, 0, CDVG.TCD); ShotSound.SoundBuffer = Resurses.SoundBuffersTankShot[Rnd.Next(0, 3)]; ShotSound.Play(); } else if (CDVG.TCD >= CoolDownThirdBullet) { BulletSpawnEvent.Invoke(this, new BulletSpawnArgs(new Bullet(Position, Sprite.Rotation, Resurses.PlayerBullet, WhoIs._player))); CDVG = new CoolDownVaritableGroup(0, 0, 0, 0); ShotSound.SoundBuffer = Resurses.SoundBuffersTankShot[Rnd.Next(0, 3)]; ShotSound.Play(); } } } //else if (Game.Level > 0 && arg.Button == Mouse.Button.Right) //{ // BulletSpawnEvent.Invoke(this, new BulletSpawnArgs(new Bullet(Position, Sprite.Rotation, Resurses.PlayerBullet, WhoIs._player))); // ShotSound.SoundBuffer = Resurses.SoundBuffersTankShot[Rnd.Next(0, 3)]; // ShotSound.Play(); //} //Это оставили что бы стрелять без перезарядки }
public void CDUP() { CDVG = new CoolDownVaritableGroup(1, 2, 4, 5); }