public void Update(GraphicsDeviceManager graphics, Sprite enemy, EnemyShots enemyShots) { if (rand.NextDouble() < 0.01 && enemy.Position.X > -10 && enemy.Position.X < graphics.PreferredBackBufferWidth + 10 && enemy.Name != "Explode") { enemy.OKFire = true; enemy.bulletCount = 0; } if (enemy.enemyType.type == EnemyType.Etype.Gunner && enemy.OKFire) { if (enemy.bulletCount < 7) { gunnerSound.Play(); enemyShots.AddShot(enemy); enemy.bulletCount++; } else { enemy.OKFire = false; } } else if (enemy.enemyType.type == EnemyType.Etype.Level1Boss && enemy.OKFire) { if (enemy.bulletCount < 2) { simpleSound.Play(); enemyShots.AddShot(enemy); enemy.bulletCount++; } else { enemy.OKFire = false; } } else if (enemy.OKFire) { simpleSound.Play(); enemyShots.AddShot(enemy); enemy.OKFire = false; } }
public void Update(GamePadState state, Sprite player, Player dino, PlayerShots playerShots, GraphicsDeviceManager graphics, GameTime gameTime, GameState gameState) { _oldInput = _currentInput; _currentInput = state; _movement = Vector2.Zero; if ((_currentInput.IsButtonUp(Buttons.LeftThumbstickRight)) && player.Position.X > 50) { _movement -= Vector2.UnitX * .7f; } if ((_currentInput.IsButtonUp(Buttons.LeftThumbstickLeft)) && player.Position.X < graphics.PreferredBackBufferWidth - 50) { _movement += Vector2.UnitX * .7f; } if ((_currentInput.IsButtonUp(Buttons.LeftThumbstickDown)) && player.Position.Y > (graphics.PreferredBackBufferHeight / 2) + 100) { _movement -= Vector2.UnitY * .5f; } if ((_currentInput.IsButtonUp(Buttons.LeftThumbstickUp)) && player.Position.Y < graphics.PreferredBackBufferHeight - player.Texture.Height) { _movement += Vector2.UnitY * .5f; } // Jamie Key if (_currentInput.IsButtonDown(Buttons.Y) && !_oldInput.IsButtonDown(Buttons.Y)) { if (dino._laserPowerLevel < 5) dino._laserPowerLevel += 1; else dino._laserPowerLevel = 1; } if (_currentInput.Buttons.A == ButtonState.Pressed) { if (dino.LaserCharge > 0) { dino._currentCharge -= 1; if (dino.PlayerIndex == PlayerIndex.One) { playerShots.FireOne(dino); } else if (dino.PlayerIndex == PlayerIndex.Two) { playerShots.FireTwo(dino); } } } if (player.IsInMarsh) { player.Movement += _movement / 3; } else { player.Movement += _movement; } player.Update(gameTime); _movement.X = 0f; _movement.Y = 0f; player.Movement = _movement; player.Update(gameTime); }