Example #1
0
        //Enemy
        public static void HandleEnemy()
        {
            //Update Enemy Animation
            foreach (Enemy e in npcs)
            {
                int r = rand.Next(1, 10);
                e.Update(anyKey, timeDelta, r);
            }

            //Enemy Attack calcs
            foreach (Enemy bg in npcs)
            {
                if (bg.DoAttack && bg.IsDead == false)
                {
                    int speed = 0;
                    int r     = rand.Next(2);
                    if (r == 1)
                    {
                        speed = 5;
                    }
                    else
                    {
                        speed = -5;
                    }
                    Ammo aa = new Ammo(graphics, bg.X, bg.Y, bg.CharacterImage, speed, bg.UniqueID);
                    npcAmmo.Add(aa);
                }
            }

            ////Enemy Attack Update
            foreach (Ammo a in npcAmmo)
            {
                a.Update();
            }

            //Enemy Attack Cleanup
            for (int i = npcAmmo.Count - 1; i >= 0; i--)
            {
                if (npcAmmo[i].CleanUp)
                {
                    npcAmmo.RemoveAt(i);
                }
            }

            bool isBGDead = true;

            foreach (Enemy bg in npcs)
            {
                if (bg.CleanUp && isBGDead)
                {
                    isBGDead = true;
                }
                else
                {
                    isBGDead = false;
                }
            }
            if (isBGDead)
            {
                currentState = GameState.GameOver;
            }
        }
Example #2
0
        //Player Controls
        private static void HandlePlayer()
        {
            //player 1
            if (doButtonLeft)
            {
                heroMoveX--;
                player1IsRight = false;
            }
            if (doButtonRight)
            {
                heroMoveX++;
                player1IsRight = true;
            }
            if (doButtonUp)
            {
                heroMoveY--;
            }
            if (doButtonDown)
            {
                heroMoveY++;
            }
            heroes[0].Update(heroMoveX, heroMoveY, heroes);

            //player 2
            if (character2 != "")
            {
                if (doButtonSquare)
                {
                    hero2MoveX--;
                    player2IsRight = false;
                }
                if (doButtonCircle)
                {
                    hero2MoveX++;
                    player2IsRight = true;
                }
                if (doButtonTriangle)
                {
                    hero2MoveY--;
                }
                if (doButtonCross)
                {
                    hero2MoveY++;
                }
                heroes[1].Update(hero2MoveX, hero2MoveY, heroes);
            }

            //Player 1 atk
            P1AtkTimeCounter += timeDelta;
            if (P1AtkTimeCounter > 1000)
            {
                if (doButtonR && heroes[0].IsDead == false)
                {
                    int speed = 0;
                    if (player1IsRight)
                    {
                        speed = 5;
                    }
                    else
                    {
                        speed = -5;
                    }

                    Ammo aa = new Ammo(graphics, heroes[0].X, heroes[0].Y, heroes[0].CharacterImage, speed, heroes[0].UniqueID);
                    pcAmmo.Add(aa);

                    P1AtkTimeCounter = 0;
                }
            }

            //Player 2 Attack
            P2AtkTimeCounter += timeDelta;
            if (P2AtkTimeCounter > 1000)
            {
                if (doButtonL && heroes[1].IsDead == false)
                {
                    int speed = 0;
                    if (player2IsRight)
                    {
                        speed = 5;
                    }
                    else
                    {
                        speed = -5;
                    }

                    Ammo aa = new Ammo(graphics, heroes[1].X, heroes[1].Y, heroes[1].CharacterImage, speed, heroes[1].UniqueID);
                    pcAmmo.Add(aa);

                    P2AtkTimeCounter = 0;
                }
            }

            //Player Attack Update
            foreach (Ammo a in pcAmmo)
            {
                a.Update();
            }

            //Player Attack Cleanup
            for (int i = pcAmmo.Count - 1; i >= 0; i--)
            {
                if (pcAmmo[i].CleanUp)
                {
                    pcAmmo.RemoveAt(i);
                }
            }

            //Both Players are Dead
            if (heroes[0].CleanUp && heroes[1].CleanUp)
            {
                currentState = GameState.Dead;
            }
        }