Example #1
0
        private void ShootRegularBullet()
        {
            int deflection = rand.Next(0, (int)Physics.GetDistance(position, Globals.mouse.newMousePos) / accuracyValue);

            if (rand.Next(0, 2) == 0)
            {
                deflection = -deflection;
            }

            Bullet2D bullet =
                new ImprovedBullet(new Vector2(position.X, position.Y), this, new Vector2(Globals.mouse.newMousePos.X + deflection, Globals.mouse.newMousePos.Y), rotation, 14.0f);

            GameGlobals.PassBullet(bullet);
            shootEffect.Play();
        }
        public override void Shoot()
        {
            if (shootTimer.Test())
            {
                int deflection = rand.Next(0, (int)Physics.GetDistance(position, GameGlobals.playerJet.position) / 8);

                if (rand.Next(0, 2) == 0)
                {
                    deflection = -deflection;
                }

                Bullet2D bullet =
                    new ImprovedBullet(new Vector2(position.X, position.Y),
                                       this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                         GameGlobals.playerJet.position.Y), rotation, 12.0f);

                GameGlobals.PassBullet(bullet);
                shootEffect.Play();
                shootTimer.ResetToZero();
            }
        }
        public override void Shoot()
        {
            if (shootTimer.Test())
            {
                int deflection = rand.Next(0, (int)Physics.GetDistance(position, GameGlobals.playerJet.position) / 4);

                if (rand.Next(0, 2) == 0)
                {
                    deflection = -deflection;
                }

                Bullet2D bullet =
                    new ImprovedBullet(new Vector2(position.X, position.Y),
                                       this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                         GameGlobals.playerJet.position.Y), rotation, 8.0f);

                GameGlobals.PassBullet(bullet);
                shootEffect.Play();
                shootTimer.ResetToZero();
            }

            if (missileShootCooldown.Test())
            {
                int deflection = rand.Next(0, (int)Physics.GetDistance(position, GameGlobals.playerJet.position) / 4);

                if (rand.Next(0, 2) == 0)
                {
                    deflection = -deflection;
                }

                float degree = MathHelper.ToDegrees(rotation);

                float leftFirstX = 0, leftFirstY = 0;
                float rightFirstX = 0, rightFirstY = 0;

                float leftSecondX  = 0;
                float leftSecondY  = 0;
                float rightSecondX = 0;
                float rightSecondY = 0;

                float difference = 15;

                if (degree < 45 || (degree >= 150 && degree < 260) && degree > 0)
                {
                    leftFirstX   = position.X - dimension.X / 2;
                    rightFirstX  = position.X + dimension.X / 2;
                    leftFirstY   = rightFirstY = position.Y;
                    leftSecondX  = leftFirstX + difference;
                    leftSecondY  = leftFirstY;
                    rightSecondX = rightFirstX - difference;
                    rightSecondY = rightFirstY;
                }
                else if (degree == 45 || degree > -60 && degree < 0)
                {
                    leftFirstX   = position.X - dimension.X / 2 + 10;
                    rightFirstX  = position.X + dimension.X / 2 - 10;
                    leftFirstY   = rightFirstY = position.Y + 10;
                    leftSecondX  = leftFirstX + difference;
                    leftSecondY  = leftFirstY + difference;
                    rightSecondX = rightFirstX - difference;
                    rightSecondY = rightFirstY - difference;
                }
                else if (degree > 45 && degree < 150 || degree > 260 || (degree < 0 && degree < -60))
                {
                    leftFirstX   = rightFirstX = position.X;
                    leftFirstY   = position.Y + dimension.Y / 2;
                    rightFirstY  = position.Y - dimension.Y / 2;
                    leftSecondX  = leftFirstX + difference;
                    leftSecondY  = leftFirstY;
                    rightSecondX = rightFirstX - difference;
                    rightSecondY = rightFirstY;
                    leftSecondX  = leftFirstX;
                    leftSecondY  = leftFirstY + difference;
                    rightSecondX = rightFirstX;
                    rightSecondY = rightFirstY - difference;
                }

                Bullet2D leftMissileLeft =
                    new Missile(new Vector2(leftFirstX, leftFirstY),
                                this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                  GameGlobals.playerJet.position.Y), rotation, 6.0f);

                Bullet2D rightMissileRight =
                    new Missile(new Vector2(rightFirstX, rightFirstY),
                                this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                  GameGlobals.playerJet.position.Y), rotation, 6.0f);

                Bullet2D leftMissileSecond =
                    new Missile(new Vector2(leftSecondX, leftSecondY),
                                this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                  GameGlobals.playerJet.position.Y), rotation, 6.0f);

                Bullet2D rightMissileSecond =
                    new Missile(new Vector2(rightSecondX, rightSecondY),
                                this, new Vector2(GameGlobals.playerJet.position.X + deflection,
                                                  GameGlobals.playerJet.position.Y), rotation, 6.0f);

                GameGlobals.PassBullet(leftMissileLeft);
                GameGlobals.PassBullet(rightMissileRight);
                GameGlobals.PassBullet(leftMissileSecond);
                GameGlobals.PassBullet(rightMissileSecond);
                missileEffect.Play();
                missileShootCooldown.ResetToZero();
            }
        }