Esempio n. 1
0
        public override void Update(GameTime gametime)
        {
            base.Update(gametime);

            if (InputManager.Instance.KeyDown(Keys.Left) && _position.X > 4)
            {
                //YARRR code were changed here!
                Vector2 temp = _position;
                temp.X   -= 5;
                _position = temp;
            }
            else if (InputManager.Instance.KeyDown(Keys.Right) && _position.X < ScreenManager.Instance.Dimensions.X - _image.SourceRect.Width)
            {
                Vector2 temp = _position;
                temp.X   += 5;
                _position = temp;
            }
            else if (InputManager.Instance.KeyDown(Keys.Up) && _position.Y > 4)
            {
                Vector2 temp = _position;
                temp.Y   -= 5;
                _position = temp;
            }
            else if (InputManager.Instance.KeyDown(Keys.Down) && _position.Y < ScreenManager.Instance.Dimensions.Y - _image.SourceRect.Height)
            {
                Vector2 temp = _position;
                temp.Y   += 5;
                _position = temp;
            }
            else if (InputManager.Instance.LeftMouseDown() || InputManager.Instance.LeftMouseClick())
            {
                if (delay % 20 == 0)
                {
                    _projectiles.Add(ProjectileFactory.Shoot(_position, damageModifier, ammo, true));
                    delay = 0;
                }
                delay++;
            }

            foreach (Projectile l in _projectiles)
            {
                if (l.IsActive)
                {
                    l.Update(gametime);
                }
            }
            _image.Position = _position;
            _image.Update(gametime);
        }
Esempio n. 2
0
        public override void Update(GameTime gametime)
        {
            base.Update(gametime);

            delay++;
            if (InputManager.Instance.LeftMouseDown() || InputManager.Instance.LeftMouseClick())
            {
                if (delay > 20)
                {
                    ProjectileFactory.Shoot(_position, damageModifier, _ammo, true);
                    delay = 0;
                }
            }
            Image.Position = _position;
            Image.Rotation = (float)Math.Atan2(_position.Y - InputManager.Instance.MousePosition.Y, _position.X - InputManager.Instance.MousePosition.X);

            _stand.Update(gametime);
        }