Esempio n. 1
0
 public void Update(GameTime gameTime)
 {
     EnemyShotManager.Update(gameTime);
     for (int x = Enemies.Count - 1; x >= 0; x--)
     {
         Enemies[x].Update(gameTime);
         if (Enemies[x].IsActive() == false)
         {
             Enemies.RemoveAt(x);
         }
         else
         {
             if ((float)rand.Next(0, 1000) / 10 <= shipShotChance)
             {
                 Vector2 fireLoc = Enemies[x].EnemySprite.Location;
                 fireLoc += Enemies[x].gunOffset;
                 Vector2 shotDirection = playerManager.playerSprite.Center - fireLoc;
                 shotDirection.Normalize();
                 EnemyShotManager.FireShot(fireLoc, shotDirection, false);
             }
         }
     }
     if (Active)
     {
         updateWaveSpawns(gameTime);
     }
 }
 private void FireShot()
 {
     if (shotTimer >= minShotTimer)
     {
         PlayerShotManager.FireShot(playerSprite.Location + gunOffset, new Vector2(0, -1), true);
         shotTimer = 0.0f;
     }
 }
Esempio n. 3
0
 private void FireShot(Vector2 velocity)
 {
     if (shotTimer >= minShotTimer)
     {
         PlayerShotManager.FireShot(
             playerSprite.Location + gunOffset,
             velocity,
             true);
         shotTimer = 0.0f;
     }
 }
Esempio n. 4
0
        private void FireShot()
        {
            if (shotTimer >= minShotTimer)
            {
                Vector2 vel = TrigHelper.AngleToVector(playerSprite.Rotation);

                PlayerShotManager.FireShot(
                    playerSprite.Center + vel * 25f,
                    vel,
                    true);
                shotTimer = 0.0f;
            }
        }
        private void FireShot()
        {
            if (shotTimer >= minShotTimer)
            {
                if (CurrentLevel == 1)
                {
                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        new Vector2(0, -1),
                        true);
                }
                else if (CurrentLevel == 2)
                {
                    Vector2 direction = new Vector2(5, -100);
                    direction.Normalize();

                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        direction,
                        true);


                    direction = new Vector2(-5, -100);
                    direction.Normalize();

                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        direction,
                        true);
                }
                else
                {
                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        new Vector2(0, -1),
                        true);

                    Random rand = new Random(System.Environment.TickCount);
                    for (int i = 1; i < CurrentLevel - 1; i++)
                    {
                        Vector2 direction = new Vector2(-8 * i, -100 + rand.Next(-50, 50));
                        direction.Normalize();


                        PlayerShotManager.FireShot(
                            playerSprite.Location + gunOffset,
                            direction,
                            true);

                        direction = new Vector2(8 * i, -100 + rand.Next(-50, 50));
                        direction.Normalize();

                        PlayerShotManager.FireShot(
                            playerSprite.Location + gunOffset,
                            direction,
                            true);
                    }
                }

                shotTimer = 0.0f;
            }
        }
Esempio n. 6
0
        private void FireShot()
        {
            if (shotTimer >= minShotTimer && !isD4)
            {
                PlayerShotManager.FireShot(
                    playerSprite.Location + gunOffset,
                    new Vector2(0, -1),
                    true);
                shotTimer = 0.0f;

                if (PowerupLevel == 2)
                {
                    for (int i = -60; i <= 60; i += 30)
                    {
                        Vector2 newShot = new Vector2(i, -100);
                        newShot.Normalize();
                        PlayerShotManager.FireShot(
                            playerSprite.Location + gunOffset,
                            newShot,
                            true);
                    }
                }
            }

            if (isD4 && shotTimer >= minShotTimer)
            {
                shotTimer = 0.0f;
                for (int i = -60; i <= 60; i += 30)
                {
                    Vector2 newShotR = new Vector2(20, -20);
                    newShotR.Normalize();

                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        newShotR,
                        true);


                    Vector2 newShotL = new Vector2(-20, -20);
                    newShotL.Normalize();

                    PlayerShotManager.FireShot(
                        playerSprite.Location + gunOffset,
                        newShotL,
                        true);
                }

                if (PowerupLevel == 2)
                {
                    for (int i = -60; i <= 60; i += 30)
                    {
                        Vector2 newShot = new Vector2(i, -100);
                        newShot.Normalize();
                        PlayerShotManager.FireShot(
                            playerSprite.Location + gunOffset,
                            newShot,
                            true);
                    }
                }
            }
        }