Exemple #1
0
        public List <Bullet> ShootLikeGrunt2(Vector2 position, Texture2D Texture, Texture2D bulletTexture)
        {
            List <Bullet> bullets    = new List <Bullet>();
            Bullet        newBullet  = new Bullet(bulletTexture);
            Bullet        newBullet2 = new Bullet(bulletTexture);
            Bullet        newBullet3 = new Bullet(bulletTexture);

            newBullet.bulletVelocity.X = 3;
            newBullet.bulletVelocity.Y = 3;
            newBullet.damage           = 20;

            newBullet2.bulletVelocity.X = 0;
            newBullet2.bulletVelocity.Y = 3;
            newBullet2.damage           = 20;

            newBullet3.bulletVelocity.X = -3;
            newBullet3.bulletVelocity.Y = 3;
            newBullet3.damage           = 20;

            newBullet.ActivateBullet();
            newBullet2.ActivateBullet();
            newBullet3.ActivateBullet();

            newBullet.bulletPosition = newBullet2.bulletPosition = newBullet3.bulletPosition = new Vector2(position.X, position.Y + (Texture.Height / 2) - (bulletTexture.Height / 2));

            if (bullets.Count() < 3)
            {
                bullets.Add(newBullet);
                bullets.Add(newBullet2);
                bullets.Add(newBullet3);
            }
            return(bullets);
        }
Exemple #2
0
        public List <Bullet> Shoot(Vector2 position, Texture2D Texture, Texture2D bulletTexture, KeyboardState previousKey, GameTime gameTime)
        {
            List <Bullet> bullets    = new List <Bullet>();
            Bullet        newBullet  = new Bullet(bulletTexture);
            Bullet        newBullet2 = new Bullet(bulletTexture);
            Bullet        newBullet3 = new Bullet(bulletTexture);

            newBullet.bulletVelocity.X = 3;
            newBullet.bulletVelocity.Y = 3;
            newBullet.damage           = 20;

            newBullet2.bulletVelocity.X = 0;
            newBullet2.bulletVelocity.Y = 3;
            newBullet2.damage           = 20;

            newBullet3.bulletVelocity.X = -3;
            newBullet3.bulletVelocity.Y = 3;
            newBullet3.damage           = 20;

            newBullet.ActivateBullet();
            newBullet2.ActivateBullet();
            newBullet3.ActivateBullet();

            newBullet.bulletPosition = newBullet2.bulletPosition = newBullet3.bulletPosition = new Vector2(position.X, position.Y + (Texture.Height / 2) - (bulletTexture.Height / 2));

            int shoot = gameTime.TotalGameTime.Milliseconds;

            if (shoot == 500 && bullets.Count() < 9)
            {
                bullets.Add(newBullet);
                bullets.Add(newBullet2);
                bullets.Add(newBullet3);
            }
            return(bullets);
        }
        public List <Bullet> Shoot(Vector2 position, Texture2D Texture, Texture2D bulletTexture, KeyboardState previousKey, GameTime gameTime)
        {
            List <Bullet> bullets = new List <Bullet>();

            if (Keyboard.GetState().IsKeyDown(Keys.Space) && previousKey.IsKeyUp(Keys.Space))
            {
                shootingSounds[0].Play();
                Bullet newBullet = new Bullet(bulletTexture);
                newBullet.bulletVelocity.X = 0;
                newBullet.bulletVelocity.Y = -10;
                newBullet.ActivateBullet();
                newBullet.damage         = 10;
                newBullet.bulletPosition = new Vector2(position.X, position.Y);
                bullets.Add(newBullet);
            }
            return(bullets);
        }
Exemple #4
0
 // Update is called once per frame
 void Update()
 {
     childRotater.transform.Rotate(Vector3.forward * Time.deltaTime * 45.0f);
     if (shootTime <= 0.0f)
     {
         for (int i = 0; i < spawnBulletPositions.Length; i++)
         {
             bulletToShoot = gameBullets.GetBullet();
             bulletToShoot.transform.position = spawnBulletPositions[i].transform.position;
             bulletToShoot.transform.rotation = spawnBulletPositions[i].transform.rotation;
             bulletToShoot.ActivateBullet();
         }
         shootTime = originalShootTime;
     }
     else
     {
         shootTime -= Time.deltaTime;
     }
 }
Exemple #5
0
        public List <Bullet> Shoot(Vector2 position, Texture2D Texture, Texture2D bulletTexture, KeyboardState previousKey, GameTime gameTime)
        {
            List <Bullet> bullets    = new List <Bullet>();
            Bullet        newBullet  = new Bullet(bulletTexture);
            Bullet        newBullet2 = new Bullet(bulletTexture);
            Bullet        newBullet3 = new Bullet(bulletTexture);
            Bullet        newBullet4 = new Bullet(bulletTexture);
            Bullet        newBullet5 = new Bullet(bulletTexture);
            Bullet        newBullet6 = new Bullet(bulletTexture);
            Bullet        newBullet7 = new Bullet(bulletTexture);
            Bullet        newBullet8 = new Bullet(bulletTexture);

            newBullet.bulletVelocity.X = 0;
            newBullet.bulletVelocity.Y = -3;
            newBullet.damage           = 10;

            newBullet2.bulletVelocity.X = 0;
            newBullet2.bulletVelocity.Y = 3;
            newBullet2.damage           = 10;

            newBullet3.bulletVelocity.X = 3;
            newBullet3.bulletVelocity.Y = 0;
            newBullet3.damage           = 10;

            newBullet4.bulletVelocity.X = -3;
            newBullet4.bulletVelocity.Y = 0;
            newBullet4.damage           = 10;

            newBullet5.bulletVelocity.X = (float)1.5;
            newBullet5.bulletVelocity.Y = (float)2.75;
            newBullet5.damage           = 10;

            newBullet6.bulletVelocity.X = (float)-1.5;
            newBullet6.bulletVelocity.Y = (float)2.75;
            newBullet6.damage           = 10;

            newBullet7.bulletVelocity.X = (float)1.5;
            newBullet7.bulletVelocity.Y = (float)-2.75;
            newBullet7.damage           = 10;

            newBullet8.bulletVelocity.X = (float)-1.5;
            newBullet8.bulletVelocity.Y = (float)-2.75;
            newBullet8.damage           = 10;

            newBullet.ActivateBullet();
            newBullet2.ActivateBullet();
            newBullet3.ActivateBullet();
            newBullet4.ActivateBullet();
            newBullet5.ActivateBullet();
            newBullet6.ActivateBullet();
            newBullet7.ActivateBullet();
            newBullet8.ActivateBullet();

            newBullet.bulletPosition = newBullet2.bulletPosition = newBullet3.bulletPosition = newBullet4.bulletPosition = newBullet5.bulletPosition = newBullet6.bulletPosition = newBullet7.bulletPosition = newBullet8.bulletPosition = new Vector2(position.X + (Texture.Width / 2) - (bulletTexture.Width / 2), position.Y + (Texture.Height / 2) - (bulletTexture.Height / 2));

            int shoot = gameTime.TotalGameTime.Milliseconds;

            if (shoot == 500 && bullets.Count() < 8)
            {
                bullets.Add(newBullet);
                bullets.Add(newBullet2);
                bullets.Add(newBullet3);
                bullets.Add(newBullet4);
                bullets.Add(newBullet5);
                bullets.Add(newBullet6);
                bullets.Add(newBullet7);
                bullets.Add(newBullet8);
            }
            return(bullets);
        }
 public void PoolBullet(Bullet bullet)
 {
     bullet.ActivateBullet(false);
     _bulletStack.Push(bullet);
 }
Exemple #7
0
        public List <Bullet> ShootLikeMidBoss(Vector2 position, Texture2D Texture, Texture2D bulletTexture)
        {
            List <Bullet> bullets    = new List <Bullet>();
            Bullet        newBullet  = new Bullet(bulletTexture);
            Bullet        newBullet2 = new Bullet(bulletTexture);
            Bullet        newBullet3 = new Bullet(bulletTexture);
            Bullet        newBullet4 = new Bullet(bulletTexture);
            Bullet        newBullet5 = new Bullet(bulletTexture);
            Bullet        newBullet6 = new Bullet(bulletTexture);
            Bullet        newBullet7 = new Bullet(bulletTexture);
            Bullet        newBullet8 = new Bullet(bulletTexture);

            newBullet.bulletVelocity.X = 0;
            newBullet.bulletVelocity.Y = -3;
            newBullet.damage           = 10;

            newBullet2.bulletVelocity.X = 0;
            newBullet2.bulletVelocity.Y = 3;
            newBullet2.damage           = 10;

            newBullet3.bulletVelocity.X = 3;
            newBullet3.bulletVelocity.Y = 0;
            newBullet3.damage           = 10;

            newBullet4.bulletVelocity.X = -3;
            newBullet4.bulletVelocity.Y = 0;
            newBullet4.damage           = 10;

            newBullet5.bulletVelocity.X = (float)1.5;
            newBullet5.bulletVelocity.Y = (float)2.75;
            newBullet5.damage           = 10;

            newBullet6.bulletVelocity.X = (float)-1.5;
            newBullet6.bulletVelocity.Y = (float)2.75;
            newBullet6.damage           = 10;

            newBullet7.bulletVelocity.X = (float)1.5;
            newBullet7.bulletVelocity.Y = (float)-2.75;
            newBullet7.damage           = 10;

            newBullet8.bulletVelocity.X = (float)-1.5;
            newBullet8.bulletVelocity.Y = (float)-2.75;
            newBullet8.damage           = 10;

            newBullet.ActivateBullet();
            newBullet2.ActivateBullet();
            newBullet3.ActivateBullet();
            newBullet4.ActivateBullet();
            newBullet5.ActivateBullet();
            newBullet6.ActivateBullet();
            newBullet7.ActivateBullet();
            newBullet8.ActivateBullet();

            newBullet.bulletPosition = newBullet2.bulletPosition = newBullet3.bulletPosition = newBullet4.bulletPosition = newBullet5.bulletPosition = newBullet6.bulletPosition = newBullet7.bulletPosition = newBullet8.bulletPosition = new Vector2(position.X + (Texture.Width / 2) - (bulletTexture.Width / 2), position.Y + (Texture.Height / 2) - (bulletTexture.Height / 2));

            if (bullets.Count() < 8)
            {
                bullets.Add(newBullet);
                bullets.Add(newBullet2);
                bullets.Add(newBullet3);
                bullets.Add(newBullet4);
                bullets.Add(newBullet5);
                bullets.Add(newBullet6);
                bullets.Add(newBullet7);
                bullets.Add(newBullet8);
            }
            return(bullets);
        }