Exemple #1
0
        /// <summary>
        /// Fire a bullet from the weapon
        /// </summary>
        /// <param name="direction">The speed that the bullet is moving</param>
        public override bool Fire(Vector2 direction)
        {
            ControlManager controlManager = ControlManager.Instance;

            //Check if click condition is met
            if (controlManager.ControlPressed(Control_Types.Fire))
            {
                if (controlManager.ControlReleased(Control_Types.Fire))
                {
                    if (!Fired && !Reload && clip <= 0)
                    {
                        Reload = true;
                        return(false);
                    }
                }
                //Check user can fire or if they need to reload
                if (!Fired && !Reload && clip > 0)
                {
                    Fired = true;
                    clip--;
                    float degree = (float)(Math.PI / 180);
                    //Take the gun's current angle (a property) and create a rotation matrix out of it
                    Matrix rotationMatrix = Matrix.CreateRotationZ(Angle);
                    switch (Dir)
                    {
                    case Weapons.Weapon_Dir.UpEast:
                    case Weapons.Weapon_Dir.DownEast:
                    case Weapons.Weapon_Dir.DownRight:
                    case Weapons.Weapon_Dir.Right:
                    case Weapons.Weapon_Dir.UpRight:
                        rotationMatrix.M21 = (float)Math.Sin(Angle + Math.PI);
                        rotationMatrix.M22 = -(float)Math.Cos(Angle - Math.PI);
                        break;
                    }
                    Matrix b1 = Matrix.CreateRotationZ(degree * rand.Next(-10, 11));
                    Matrix b2 = Matrix.CreateRotationZ(degree * rand.Next(-10, 11));
                    Matrix b3 = Matrix.CreateRotationZ(degree * rand.Next(-10, 11));

                    //Take the rotation matrix and transform the offset vector by it
                    //The offset vector is an approximation of where the muzzle should be when added to the bullet's position
                    //Remember the bullet's position is the top left of its bouunding box
                    Vector2 bulletPosition = Vector2.Transform(bulletOffset, rotationMatrix);

                    Vector2 direction1 = Vector2.Transform(direction, b1);
                    Vector2 direction2 = Vector2.Transform(direction, b2);
                    Vector2 direction3 = Vector2.Transform(direction, b3);
                    //Create the bullet at the actual position of the bullet + the rotated position
                    ProjectileManager.Instance.Clone(ProjType, Position + bulletPosition, direction1, Angle + ((float)Math.PI / 2), owner, WeapRange);
                    ProjectileManager.Instance.Clone(ProjType, Position + bulletPosition, direction2, Angle + ((float)Math.PI / 2), owner, WeapRange);
                    ProjectileManager.Instance.Clone(ProjType, Position + bulletPosition, direction3, Angle + ((float)Math.PI / 2), owner, WeapRange);
                    AudioManager.Instance.GetSoundEffect("ShotgunShoot").Play();
                    return(true);
                }
            }
            return(false);
        }