Exemple #1
0
        public void shoot(float power)
        {
            if (type != BulletType.BasicBullet)
            {
                if (inventory.getShotCount(type) <= 0)
                {
                    type = inventory.findNextShotType();
                }

                switch (type)
                {
                case BulletType.HeavyShot:
                    bullet = new HeavyShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                    break;

                case BulletType.ScatterShot:
                    bullet = new ScatterShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                    break;

                case BulletType.TeleportShot:
                    bullet = new TeleportShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                    break;

                case BulletType.MissileDrop:
                    bullet = new MissileDrop(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                    break;
                }

                inventory.decrementShot(type);
            }
            else
            {
                bullet = new Bullet(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
            }

            bullet.speed = turretDirection * new Vector2(power, -power);
            ((TankGame)Game).soundManager.shoot.Play();
            Game.Components.Add(bullet);
            recoil       = true;
            shotPosition = tankPosition.X;

            shotPuff = new Puff(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8), turretDirection, power);
            shotPuff.AutoInitialize(game.GraphicsDevice, game.Content, TankGame.spriteBatch);

            shotPuff.UpdateOrder = 100;
            shotPuff.DrawOrder   = 100;
            shotPuff.Visible     = true;
        }
Exemple #2
0
        public void shoot(float power)
        {
            if (type != BulletType.BasicBullet)
            {
                if (inventory.getShotCount(type) <= 0)
                    type = inventory.findNextShotType();

                switch (type)
                {
                    case BulletType.HeavyShot:
                        bullet = new HeavyShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                        break;

                    case BulletType.ScatterShot:
                        bullet = new ScatterShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                        break;

                    case BulletType.TeleportShot:
                        bullet = new TeleportShot(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                        break;

                    case BulletType.MissileDrop:
                        bullet = new MissileDrop(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8));
                        break;
                }
                
                inventory.decrementShot(type);
            }
            else
            {
                bullet = new Bullet(game, new Vector2(turretPosition.X + turretPic.Width/2 , turretPosition.Y - turretPic.Height/8 ));
            }

            bullet.speed = turretDirection * new Vector2(power, -power);
            ((TankGame)Game).soundManager.shoot.Play();
            Game.Components.Add(bullet);
            recoil = true;
            shotPosition = tankPosition.X;

            shotPuff = new Puff(game, new Vector2(turretPosition.X + turretPic.Width / 2, turretPosition.Y - turretPic.Height / 8), turretDirection, power);
            shotPuff.AutoInitialize(game.GraphicsDevice, game.Content, TankGame.spriteBatch);

            shotPuff.UpdateOrder = 100;
            shotPuff.DrawOrder = 100;
            shotPuff.Visible = true;
        }