private void shootRocket(Map map) { if (mCurrentState == State.Walking) { //Check if there are any invisible rockets in the list bool createNewRocket = true; Vector2 rocketDirection; if (mDirection.X == MOVE_LEFT) { rocketDirection = new Vector2(MOVE_LEFT, 0); } else { rocketDirection = new Vector2(MOVE_RIGHT, 0); } Vector2 rocketStartPosition = map.screenToWorld(new Vector2(mPosition.X + rocketDirection.X * X_FRAME_WIDTH + X_ROCKET_OFFSET, mPosition.Y + Y_ROCKET_OFFSET)); Vector2 rocketSpeed = new Vector2(ROCKET_SPEED, 0); foreach (Rocket aRocket in mRockets) { if (!aRocket.visible) { createNewRocket = false; aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); break; } } if (createNewRocket) { Rocket aRocket = new Rocket(); aRocket.LoadContent(mContentManager); aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); mRockets.Add(aRocket); } } }
private void shootRocket() { if (mCurrentState == State.Walking) { //Check if there are any invisible rockets in the list bool createNewRocket = true; Vector2 rocketDirection; if (mDirection.X == MOVE_LEFT) { rocketDirection = new Vector2(MOVE_LEFT, 0); } else { rocketDirection = new Vector2(MOVE_RIGHT, 0); } foreach (Rocket aRocket in mRockets) { if (!aRocket.visible) { createNewRocket = false; aRocket.Fire(mPosition + new Vector2(rocketDirection.X * (X_FRAME_WIDTH / 2), 0), new Vector2(ROCKET_SPEED, 0), rocketDirection); break; } } if (createNewRocket) { Rocket aRocket = new Rocket(); aRocket.LoadContent(mContentManager); aRocket.Fire(mPosition + new Vector2(rocketDirection.X * (X_FRAME_WIDTH / 2), 0), new Vector2(ROCKET_SPEED, 0), rocketDirection); mRockets.Add(aRocket); } } }
private void shootRocket() { if (mCurrentState == State.Walking) { //Check if there are any invisible rockets in the list bool createNewRocket = true; Vector2 rocketDirection; if (mDirection.X == MOVE_LEFT) { rocketDirection = new Vector2(MOVE_LEFT, 0); } else { rocketDirection = new Vector2(MOVE_RIGHT, 0); } foreach (Rocket aRocket in mRockets) { if(!aRocket.visible){ createNewRocket = false; aRocket.Fire(mPosition + new Vector2(rocketDirection.X*(X_FRAME_WIDTH / 2),0), new Vector2(ROCKET_SPEED, 0), rocketDirection); break; } } if (createNewRocket) { Rocket aRocket = new Rocket(); aRocket.LoadContent(mContentManager); aRocket.Fire(mPosition + new Vector2(rocketDirection.X*(X_FRAME_WIDTH / 2), 0), new Vector2(ROCKET_SPEED, 0), rocketDirection); mRockets.Add(aRocket); } } }
private void shootRocket(Map map) { if (mCurrentState == State.Walking) { //Check if there are any invisible rockets in the list bool createNewRocket = true; Vector2 rocketDirection; if (mDirection.X == MOVE_LEFT) { rocketDirection = new Vector2(MOVE_LEFT, 0); } else { rocketDirection = new Vector2(MOVE_RIGHT, 0); } Vector2 rocketStartPosition = map.screenToWorld(new Vector2(mPosition.X + rocketDirection.X * X_FRAME_WIDTH + X_ROCKET_OFFSET, mPosition.Y + Y_ROCKET_OFFSET)); Vector2 rocketSpeed = new Vector2(ROCKET_SPEED, 0); foreach (Rocket aRocket in mRockets) { if(!aRocket.visible){ createNewRocket = false; aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); break; } } if (createNewRocket) { Rocket aRocket = new Rocket(); aRocket.LoadContent(mContentManager); aRocket.Fire(rocketStartPosition, rocketSpeed, rocketDirection); mRockets.Add(aRocket); } } }