/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this, 100, 100, Weapon_Type.fist);//arme pour tester, amenée à être supprimée ? }
public void Reload(Weapon_Type weapon_type) { player = game.player; if (Keyboard.GetState().IsKeyDown(Keys.R)) { player.Bullet_Number = Create_Clip(weapon_type); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this, 100, 100, screenheight, screenwidth); player.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this); bullet = new Bullet(this); weapon = new Weapons(this); Enemy_List = new List<Enemy>(); enemy = new Enemy(this); player.Initialize(); bullet.Initialize(); enemy.Initialize(); }
public void Update() { player = game.player; if (player.Bullet_List != null) { foreach (Bullet bullet in player.Bullet_List) { bullet.position += bullet.velocity; bullet.rec_ball.X = (int)bullet.position.X; bullet.rec_ball.Y = (int)bullet.position.Y; if (bullet.position.X > game.screenwidth || bullet.position.X < 0 || bullet.position.Y > game.screenheight || bullet.position.Y < 0) { bullet.is_visible = false; } } for (int i = 0; i < player.Bullet_List.Count; i++) // Si la balle sort de l'écran, on la vire de la liste { Bullet bullet = player.Bullet_List[i]; if (!bullet.is_visible) { player.Bullet_List.RemoveAt(i); i--; } } } }
public void Shoot(MouseState mouse, GameTime gameTime) { if (x < 0.1f) { x = x + (float)gameTime.ElapsedGameTime.TotalSeconds; } if (x >= 0.1f) { can_shoot = true; } player = game.player; if (mouse.LeftButton == ButtonState.Pressed && can_shoot) { Bullet new_bullet ; Vector2 position = new Vector2(player.Rec_Player.X, player.Rec_Player.Y); Vector2 distance; mouse = Mouse.GetState(); if (player.Bullet_Number != 0) { new_bullet = new Bullet(game); player.Bullet_Number--; distance.X = mouse.X - new_bullet.Rec_ball.X; distance.Y = mouse.Y - new_bullet.Rec_ball.Y; new_bullet.Position = position; new_bullet.Velocity = new_bullet.Bullet_Speed(distance, mouse, new_bullet); new_bullet.Position = position + new_bullet.Velocity; new_bullet.Is_Visible = true; player.Bullet_List.Add(new_bullet); x = 0f; can_shoot = false; } } Reload(player.P_Weapon); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this); bullet = new Bullet(this); weapon = new Weapons(this); particle = new Particle(this); Enemy_List = new List<Enemy>(); Particle_list = new List<Particle>(); enemy = new Enemy(this); player.Initialize(); bullet.Initialize(); enemy.Initialize(); camera = new Camera(GraphicsDevice.Viewport, this); map1 = new Map(); map1.Generate(map1.Create_Map(0), 32); }