public Projectile Shoot(Projectile.ProjectileType pt, Direction d) { Point projectileLocation = new Point(Sprite.Location.X + (Sprite.Width / 2), Sprite.Location.Y + (Sprite.Height / 2)); Projectile pr = new Projectile(); switch (pt) { case Projectile.ProjectileType.Bullet: pr = new Bullet(this, projectileLocation); pr.Direction = d; pr.SetController(controller); pr.StartMoving(); break; case Projectile.ProjectileType.Laser: if (d != Direction.Stop) { pr = new Laser(this, projectileLocation, d); pr.SetController(controller); pr.StartMoving(); } break; //case Projectile.ProjectileType.Missile: // pr = new Missile(this, projectileLocation, GetRandomEnemy(this)); // pr.SetController(controller); // pr.StartMoving(); // break; } return pr; }
private void AddProjectile(Vector2 position) { Projectile projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position); projectiles.Add(projectile); }
private void UpdatePorParser(string parsa) { if (!string.IsNullOrEmpty(parsa)) { string[] arr = parsa.Split('@'); string p1 = arr[0]; string p2 = arr[1]; if (!string.IsNullOrEmpty(p1)) { arr = p1.Split('*'); string balas1 = arr[0]; string dp1 = arr[1]; arr = dp1.Split('%'); player.Health = Convert.ToInt32(arr[1]); string[] pos = arr[0].Split(','); player.Position.X = Convert.ToInt32(pos[0]); player.Position.Y = Convert.ToInt32(pos[1]); arr = balas1.Split('|'); List<Projectile> lista = new List<Projectile>(); for(int i = 0;i<arr.Length;i++){ string []tmp = arr[i].Split(','); Projectile projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, new Vector2(Convert.ToInt32(arr[0]), Convert.ToInt32(arr[1])), 1); lista.Add(projectile); } projectiles = lista; } if (!string.IsNullOrEmpty(p2)) { arr = p2.Split('*'); string balas2 = arr[0]; string dp2 = arr[1]; arr = dp2.Split('%'); player2.Health = Convert.ToInt32(arr[1]); string[] pos = arr[0].Split(','); player2.Position.X = Convert.ToInt32(pos[0]); player2.Position.Y = Convert.ToInt32(pos[1]); arr = balas2.Split('|'); List<Projectile> lista = new List<Projectile>(); for (int i = 0; i < arr.Length; i++) { string[] tmp = arr[i].Split(','); Projectile projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, new Vector2(Convert.ToInt32(arr[0]), Convert.ToInt32(arr[1])), 1); lista.Add(projectile); } projectiles2 = lista; } } }
private void AddProjectile(Vector2 position) { Projectile projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position); projectile.xmove = currentGamePadState.ThumbSticks.Right.X * 10.0f; projectile.ymove = currentGamePadState.ThumbSticks.Right.Y * 10.0f; projectiles.Add(projectile); }
private void AddProjectile(Vector2 position) { Projectile projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position); projectiles.Add(projectile); /* if(levelUp == true) { projectile.Damage = projectile.Damage + 20; projectile.projectileMoveSpeed = projectile.projectileMoveSpeed + 2; } */ }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keys = Keyboard.GetState(); if(startScreenIsOn == true) { if (keys.IsKeyDown(Keys.Enter)) { startScreenIsOn = false; LoadContent(); } } if(endScreenIsOn == true) { if (keys.IsKeyDown(Keys.Escape)) { Initialize(); } } if (startScreenIsOn == false && endScreenIsOn == false) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Save the previous state of the keyboard and game pad so we can determinesingle key/button presses // previousGamePadState = currentGamePadState; previousKeyboardState = currentKeyboardState; // Read the current state of the keyboard and gamepad and store it currentKeyboardState = Keyboard.GetState(); //currentGamePadState = GamePad.GetState(PlayerIndex.One); UpgradeObject upgradeObject2 = new UpgradeObject(); Enemy enemy2 = new Enemy(); Projectile projectile2 = new Projectile(); UpdateUpgradeSprite(gameTime); //Update the player UpdatePlayer(gameTime); // Update the parallaxing background bgLayer1.Update(); //bgLayer2.Update(); // Update the enemies UpdateEnemies(gameTime); if (score >= metScore) { levelChange(); } UpdateCollision(); // Update the projectiles UpdateProjectiles(); UpdateUpgradeObjects(gameTime); // Update the explosions UpdateExplosions(gameTime); base.Update(gameTime); } }
private void AddProjectile(Vector2 position) { Projectile projectile; switch (nivelTiro) { case 0: case 1: projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,35)); projectiles.Add(projectile); break; case 2: projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,0)); projectiles.Add(projectile); projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,70)); projectiles.Add(projectile); break; case 3: projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,0)); projectiles.Add(projectile); projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,35)); projectiles.Add(projectile); projectile = new Projectile(); projectile.Initialize(GraphicsDevice.Viewport, projectileTexture, position + new Vector2(100,70)); projectiles.Add(projectile); break; } }
private void AddProjectile(Vector2 position) { Projectile pro = new Projectile(); pro.Initialize(projectileTexture, position); projectiles.Add(pro); laserSound.Play(); }