Esempio n. 1
0
        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);

            laserGun.PointAt(InputManager.MouseX, InputManager.MouseY);

            if (InputManager.MouseLeft == ButtonState.Pressed)
            {
                laserGun.Shoot();
            }

            laserGun.Update(deltaTime);
        }
Esempio n. 2
0
        public override void Update(float deltaTime)
        {
            base.Update(deltaTime);

            target = CollisionManager.CollidesWithEnemy(view);

            if (target != null)
            {
                laserGun.PointAt((int)target.X + target.Width / 2, (int)target.Y + target.Height / 2);
                laserGun.Shoot();
            }

            laserGun.Update(deltaTime);
        }
Esempio n. 3
0
        public Turret(ContentManager content, int groundLevel, Enemy.EnemyDirection enemyDirection) : base(content, groundLevel)
        {
            SetTexture("turret1");

            Y = groundLevel - Height;
            this.groundLevel = groundLevel;


            if (enemyDirection == Enemy.EnemyDirection.ToLeft)
            {
                X    = Game.GAME_WIDTH / 2 - Width / 2 + 290;
                view = new Rectangle((int)X + Width, 0, Game.GAME_WIDTH - (int)X - Width, (int)Y + Height);
            }
            else
            {
                X             = Game.GAME_WIDTH / 2 - Width / 2 - 290;
                view          = new Rectangle(0, 0, (int)X, (int)Y + Height);
                spriteEffects = SpriteEffects.FlipHorizontally;
            }

            int gunX;

            if (spriteEffects == SpriteEffects.FlipHorizontally)
            {
                gunX = (int)X;
            }
            else
            {
                gunX = (int)X + 8;
            }
            int gunY = (int)Y + 8;

            laserGun = new LaserGun(content, gunX, gunY, 10, this);

            if (enemyDirection == Enemy.EnemyDirection.ToRight)
            {
                laserGun.PointAt(0, (int)laserGun.Y + laserGun.Height / 2);
            }

            healthBar.Height /= 2;
            healthBar.Width  /= 2;

            layerDepth += .01f;

            HealthLevel = 1;

            Alive = false;
        }