public void Shoot()
        {
            //add bullet to list
            //bullet delay is more than 0  take away from bullet delay
            //what bullet is and its position
            //bullet count is more that 5 add bullet to list

            if (bulletDelay <= 0)
            {
                Bullet newBullet = new Bullet(bulletTexture);
                newBullet.position = new Vector2(position.X + texture.Width / 2 - bulletTexture.Width / 2, position.Y + 30);

                newBullet.isVisible = true;
                bulletDelay = 80;

                if (EnemyBulletList.Count < 5)
                {
                    EnemyBulletList.Add(newBullet);
                }
            }

            if (bulletDelay >= 0)
            {
                bulletDelay--;
            }
        }
Example #2
0
        public bool TryShoot(GameTime gameTime, List<Bullet> shots)
        {
            // Check fire time
            if (gameTime.TotalGameTime.TotalMilliseconds - lastShootTime < ShootDelay)
            {
                return false;
            }

            lastShootTime = gameTime.TotalGameTime.TotalMilliseconds;

            // Calculate bullet position
            Vector2 bulletPosition = new Vector2(
                Position.X + Width / 2 - bulletAnimation.Width / 2,
                Position.Y + Height - bulletAnimation.Height);

            // Create bullet
            Bullet bullet = new Bullet();
            bullet.Initialize((Animation)bulletAnimation.Clone(), bulletPosition,
                Direction.Up, Bullet.DefaultSpeed, bulletDamage);

            shots.Add(bullet);
            if (bulletSound != null)
                bulletSound.Play();

            return true;
        }
        public void Shoot()
        {
            if (bulletDelay <= 0)
            {
                Bullet newBullet = new Bullet(bulletTexture);
                newBullet.position = new Vector2(position.X + texture.Width / 2 - bulletTexture.Width / 2, position.Y + 30);

                newBullet.isVisible = true;
                bulletDelay = 80;

                if (bulletList.Count < 5)
                {
                    bulletList.Add(newBullet);
                }
            }

            if (bulletDelay >= 0)
            {
                bulletDelay--;
            }
        }
        public void Shoot()
        {
            //shoot only if the bullet delay resets
            if (bulletDelay >= 0)
            {
                bulletDelay--;
            }

            //if bullet delay has reset, draw new bullet and make it visible
            if (bulletDelay <= 0)
            {
                //sound
                Bullet newBullet = new Bullet(bulletTexture);
                newBullet.position = new Vector2(position.X + shipWidth / 2 - newBullet.texture.Width / 2, position.Y + 30); //positions bullet center of the player ship

                newBullet.isVisible = true;
                gs.playerShootSound.Play();
                if (bulletList.Count() < 5)
                {
                    bulletList.Add(newBullet);
                }
            }

            //resetting bullet delay

            if (bulletDelay == 0)
            {
                bulletDelay = 10;//10
            }
        }
Example #5
0
        public void Update(GameTime gameTime)
        {
            if (Direction == Direction.Left)
            {
                Position.X -= MoveSpeed;
                if (Position.X < 0)
                {
                    Position.X = 0;
                    nextDirection = Direction.Right;
                    Direction = Direction.Down;
                    downStartPosition = Position.Y;
                }
            }
            else if (Direction == Direction.Right)
            {
                Position.X += MoveSpeed;
                if (Position.X + Width > ScreenSize.Width)
                {
                    Position.X = ScreenSize.Width - Width;
                    nextDirection = Direction.Left;
                    Direction = Direction.Down;
                    downStartPosition = Position.Y;
                }
            }
            else if (Direction == Direction.Down)
            {
                Position.Y += MoveSpeed;
                if (Position.Y > downStartPosition + stepDown)
                {
                    Position.Y = downStartPosition + stepDown;
                    Direction = nextDirection;
                }
            }

            for (int i = Invaders.Count - 1; i >= 0; i--)
            {
                Invaders[i].Position = CalcInvaderPosition(Position,
                    Invaders[i].SquadPositionX, Invaders[i].SquadPositionY);
                Invaders[i].Update(gameTime);

                if (Invaders[i].IsCrossedBottom)
                    IsCrossedBottom = true;

                if (!Invaders[i].Active)
                    Invaders.RemoveAt(i);
            }

            // Shooting
            if (Bullets.Count < maxShot &&
                ShootDelay < gameTime.TotalGameTime.TotalMilliseconds - lastShootTime)
            {
                Random r = new Random((int)gameTime.TotalGameTime.TotalMilliseconds);

                int f = r.Next(0, Invaders.Count);

                Vector2 bulletPosition = Invaders[f].Position;
                bulletPosition.X += Invaders[f].Width / 2;
                bulletPosition.Y += Invaders[f].Height;

                Bullet bullet = new Bullet();
                bullet.Initialize((Animation)BulletAnimation.Clone(),
                    bulletPosition, Direction.Down, Bullet.DefaultSpeed * 0.25f, 1);

                Bullets.Add(bullet);
                BulletSound.Play();

                lastShootTime = gameTime.TotalGameTime.TotalMilliseconds;
            }
        }