public RangedWeap GetWeap(int i) { weapCount--; RangedWeap rWeap = weapBag[i]; weapBag.Remove(i); return(rWeap); }
//sound effect //SoundEffect effect; //SoundEffect effectTwo; //SoundEffect effectThree; // basic constructor public Player(Level lvl, int x, int y, int width, int height, int hp, int speed) : base(lvl, x, y, width, height, hp, speed) { fireRate = 1000; fileTexture = "playerAnimFull"; // test ranged weapon rangeWeap = new RangedWeap(this, lvl, x, y, 5, 25, 10); hud = new InventoryScreen(this); }
// weapon swap public void WeapSwap() { // save old weapon and add to bag RangedWeap oldWeap = rangeWeap; bag.PickUp(oldWeap); // get first weapon to swap RangedWeap newWeap = bag.GetWeap(0); rangeWeap = newWeap; }
public RangedWeap CheckCollisionWeap(Player play) { foreach (RangedWeap item in weapDrop) { if (play.Rectangle.Intersects(item.Rectangle)) { RangedWeap i = item; weapDrop.Remove(item); return(i); } } return(null); }
// picks up the weapon on the floor public void CheckWeap() { RangedWeap i = lvl.CheckCollisionWeap(this); if (i == null) { return; } else { rangeWeap = i; } }
public void PickUp(RangedWeap i) { weapBag.Add(weapCount, i); weapCount++; }
//sound effect //SoundEffect effect; //SoundEffect effectTwo; //SoundEffect effectThree; // default constructor public Enemy(Level lvl, int x, int y, int width, int height, int hp, int speed, int dmg) : base(lvl, x, y, width, height, hp, speed) { rangeWeap = new RangedWeap(this, lvl, x, y, dmg, 100, 10); fireRate = 100; directRate = 450; }