Esempio n. 1
1
 public override void Update(Room room, Player player)
 {
     Vector2 offset = player.position - position;
     Vector2 range = Main.instance.Size();
     if (Math.Abs(offset.X) > range.X / 2f || Math.Abs(offset.Y) > range.Y / 2f)
     {
         shootTimer = 0;
     }
     else
     {
         shootTimer++;
         if (shootTimer >= maxShootTimer)
         {
             Vector2 direction = offset;
             if (direction != Vector2.Zero)
             {
                 direction.Normalize();
             }
             direction *= shootSpeed;
             PositionalBullet bullet = new PositionalBullet(position, direction, 10f, bulletTexture, bulletTime);
             room.bullets.Add(bullet);
             shootTimer = 0;
         }
     }
 }
Esempio n. 2
0
 public override void Update(Room room, Player player)
 {
     shootTimer++;
     if (shootTimer >= maxShootTimer)
     {
         PositionalBullet bullet = new PositionalBullet(position, shootVelocity, 10f, bulletTexture, bulletTime);
         room.bullets.Add(bullet);
         shootTimer = 0;
     }
 }
Esempio n. 3
0
        public override void Update(Room room, Player player)
        {
            Vector2 offset = player.position - position;
            float distance = offset.Length();
            float range = Tile.tileSize * 6f;
            float speed = 2f;
            if (Math.Abs(distance - range) < speed)
            {
                speed = Math.Abs(distance - range);
            }
            if (distance != 0f)
            {
                offset *= speed / distance;
            }
            if (distance < range)
            {
                offset *= -1f;
            }
            bool collided;
            TopLeft = Collision.MovePos(TopLeft, size, size, offset, room, out collided);

            offset = player.position - position;
            shootTimer++;
            if (shootTimer >= maxShootTimer)
            {
                Vector2 direction = offset;
                if (direction != Vector2.Zero)
                {
                    direction.Normalize();
                }
                direction *= shootSpeed;
                PositionalBullet bullet = new PositionalBullet(position, direction, 10f, fireTexture, fireTime);
                room.bullets.Add(bullet);
                shootTimer = 0;
            }
        }