/// <summary>
        /// First if: If spawner cooldown is at zero, spawn a new zombie and restart the timer.
        /// Second if: If the round timer is at zero, go to the next round and restart the timer plus the amounts of rounds.
        ///
        /// dead_zombie() checks if any zombie is dead and then deletes them if they are.
        ///
        /// For loop updates all zombies.
        ///
        /// Lastly updates both timers.
        /// </summary>
        public static void Update()
        {
            // Spawns zombies
            if (!spawn_timer.Active)
            {
                add_zombie();
                spawn_timer.Start(Random_float.Get(0.1f, 2f));
            }

            // Changes rounds
            if (!round_timer.Active)
            {
                In_Game.Rounds++;
                round_timer.Start(40 + In_Game.Rounds);
            }

            // Checks if any zombie is dead.
            dead_zombie();

            // Updates all zombies
            for (int i = Zombies.Count - 1; i >= 0; i--)
            {
                Zombies[i].Update();
            }


            spawn_timer.Update();
            round_timer.Update();
        }
Exemple #2
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        /// <summary>
        /// First checks if it is the shotgun or not.
        ///
        /// If it is the shotgun it will allow the player to click once and then fire ten bullets,
        ///
        /// If it's not the shotgun it checks if spray is on or not.
        /// If spray is on it will fire bullets as long as the timer doesn't stop you otherwise you will have to click each time.
        /// </summary>
        public static void Fire()
        {
            Vector2 wep_pos = new Vector2(Objects.weapon.body.X, Objects.weapon.body.Y);

            if (shotgun)
            {
                if (mState.LeftButton == ButtonState.Pressed && old_mState.LeftButton != ButtonState.Pressed && !shotgun_cool.Active)
                {
                    for (int i = 10; i > 0; i--)
                    {
                        Objects.bullets.Shoot(Objects.weapon.Dir + 3.15f + Random_float.Get(-spread, spread), wep_pos);
                    }
                    // Shotgun Cooldown
                    shotgun_cool.Start(0.3f);
                }
            }
            else
            {
                if (spray)
                {
                    if (mState.LeftButton == ButtonState.Pressed && !ak_cool.Active)
                    {
                        Objects.bullets.Shoot(Objects.weapon.Dir + 3.15f + Random_float.Get(-spread, spread), wep_pos);
                        ak_cool.Start(0.05f);
                    }
                }
                else
                {
                    if (mState.LeftButton == ButtonState.Pressed && old_mState.LeftButton != ButtonState.Pressed && !pistol_cool.Active)
                    {
                        Objects.bullets.Shoot(Objects.weapon.Dir + 3.15f + Random_float.Get(-spread, spread), wep_pos);
                        pistol_cool.Start(0.08f);
                    }
                }
            }
        }