public void changeWeapon(string type,string callerType) { if (type == callerType) return; if (type == "bow") player = new Player(playerTexture); else if (type == "sword") playerWithSword = new PlayerWithSword(playerWithSwordTexture); }
protected override void LoadContent() { monsterTexture = Content.Load<Texture2D>("Skelly"); playerTexture = Content.Load<Texture2D>("playerBow"); monster = new Monster(monsterTexture); player = new Player(playerTexture); projektiler = new List<Projektil>(); foreach (Projektil item in projektiler) { arrowTexture = Content.Load<Texture2D>("Arrow"); } spriteBatch = new SpriteBatch(GraphicsDevice); }
} // Gå animeringen hos spelaren public Vector2 update(KeyboardState pressedKeys) { velocity.Y = 2; velocity.X = 2; #region movement // om w och eller a,d är nertryck kan man gå snett. Kan springa max agility velocity. agilityAccel är hur snabbt man kan springa till max hastigheten agility if (pressedKeys.IsKeyDown(Keys.W)) { position.Y = position.Y -= velocity.Y; } if (pressedKeys.IsKeyDown(Keys.S)) { position.Y = position.Y += velocity.Y; } if (pressedKeys.IsKeyDown(Keys.A)) { position.X = position.X -= velocity.X; } if (pressedKeys.IsKeyDown(Keys.D)) { position.X = position.X += velocity.X; } velocity.X = 0; velocity.Y = 0; #endregion #region ChangeWeaponAndKillThisInstance if (pressedKeys.Equals(Keys.D1)|| pressedKeys.Equals(Keys.D2)|| pressedKeys.Equals(Keys.D3)) { if (pressedKeys.Equals(Keys.D1)) { type = "bow"; } else if (pressedKeys.Equals(Keys.D2)) { type = "sword"; } else if (pressedKeys.Equals(Keys.D3)) { type = "staff"; } game1.changeWeapon(type, thisType); player = null; } #endregion return position; }