Exemple #1
0
        private void SendProjectileWithCastTime(GameTime gameTime)
        {
            if (!Data.IsCasting)
              {
            Data.IsCasting = true;
            _castStart = gameTime.TotalGameTime;
              }

              Data.TimeToCast = (gameTime.TotalGameTime - _castStart.Value).TotalMilliseconds;

              if ((gameTime.TotalGameTime - _castStart.Value).TotalMilliseconds > Data.EquipedWeapon.CastTime)
              {
            SendProjectile = false;
            var projectile = new Projectile(_contentManager.Load<Texture2D>(_projectileAssetName), 1, 2, Data.EquipedWeapon);
            projectile.Fire(_firePosition, new Vector2(500, 0), new Vector2(1, 0), GetProjectileDirection(), gameTime.TotalGameTime);
            Projectiles.Add(projectile);
            _lastProjectileTime = gameTime.TotalGameTime;
            Data.IsCasting = false;
              }
        }
Exemple #2
0
 private void SendProjectileWithNoCastTime(GameTime gameTime)
 {
     _isCasting = true;
       SendProjectile = false;
       var projectile = new Projectile(_contentManager.Load<Texture2D>(_projectileAssetName), 1, 2, Data.EquipedWeapon);
       projectile.Fire(_firePosition, new Vector2(500, 0), new Vector2(1, 0), GetProjectileDirection(), gameTime.TotalGameTime);
       Projectiles.Add(projectile);
       _lastProjectileTime = gameTime.TotalGameTime;
 }
Exemple #3
0
        public void Update(GameTime gameTime)
        {
            if (CurrentMovement.Direction == MoveDirection.Left)
              {
            _lastDirection = CurrentMovement.Direction;
            if (CurrentMovement.Type == MovementType.Crouch)
            {
              _currentFrameIndex = 3;
            }
            else
            {
              _currentFrameIndex = 1;
            }
              }
              else if (CurrentMovement.Direction == MoveDirection.Right)
              {
            _lastDirection = CurrentMovement.Direction;
            if (CurrentMovement.Type == MovementType.Crouch)
            {
              _currentFrameIndex = 2;
            }
            else
            {
              _currentFrameIndex = 0;
            }
              }
              else if (CurrentMovement.Direction == MoveDirection.Stop)
              {
            if (CurrentMovement.Type == MovementType.Crouch)
            {
              if (_lastDirection == MoveDirection.Right) _currentFrameIndex = 2;
              if (_lastDirection == MoveDirection.Left) _currentFrameIndex = 3;
            }
            else if (CurrentMovement.Type == MovementType.Walking)
            {
              if (_lastDirection == MoveDirection.Right) _currentFrameIndex = 0;
              if (_lastDirection == MoveDirection.Left) _currentFrameIndex = 1;
            }
              }

              UpdateMovement(CurrentMovement);
              base.Update(gameTime, mSpeed, mDirection);

              if (SendProjectile && Data.EquipedWeapon.CastTime > 0)
              {
            SendProjectileWithCastTime(gameTime);
              }
              else if (SendProjectile && CanFire(gameTime) && Data.EquipedWeapon.CastTime == 0)
              {
            SendProjectileWithNoCastTime(gameTime);
              }

              foreach (var ability in Data.Abilities)
              {
            if (!ability.Send) continue;
            if (!ability.IsProjectile) continue;
            var projectile = new Projectile(_contentManager.Load<Texture2D>(ability.TextureName), 1, 2, Data.EquipedWeapon);
            projectile.Data.Effect = ProjectileEffect.Burn;
            projectile.Fire(_firePosition, new Vector2(500, 0), new Vector2(1, 0), GetProjectileDirection(), gameTime.TotalGameTime);
            Projectiles.Add(projectile);
            ability.Send = false;
              }

              foreach (var projectile in Projectiles)
              {
            projectile.Update(gameTime, CurrentMovement);
              }
        }