private void HandleMovimentation() { bool[] buffer = _ih.GetInputStream(); int hMov, vMov; Vector2 axis = _ih.GetMouseAxisInput(); vMov = buffer[(int)EInputNames.FORWARD] ? 1 : 0; vMov = buffer[(int)EInputNames.BACKWARD] ? -1 : vMov; hMov = buffer[(int)EInputNames.RIGHT] ? 1 : 0; hMov = buffer[(int)EInputNames.LEFT] ? -1 : hMov; CheckIfIsPaused(); if (!_isPaused) { float hMovf, vMovf; MovimentationHelper.Axify(hMov, vMov); MovimentationHelper.GetAxis(out hMovf, out vMovf); Move(); Rotate(axis); if (buffer[(int)EInputNames.JUMP]) { Jump(); buffer[(int)EInputNames.JUMP] = false; } if (buffer[(int)EInputNames.FIRE]) { Fire(); buffer[(int)EInputNames.FIRE] = false; } if (buffer[(int)EInputNames.CHANGE_GUN_DOWN]) { _gun.NextGun(); } else if (buffer[(int)EInputNames.CHANGE_GUN_UP]) { _gun.PreviousGun(); } if (buffer[(int)EInputNames.FIRST_GUN]) { _gun.ChooseGun(0); } else if (buffer[(int)EInputNames.SECOND_GUN]) { _gun.ChooseGun(1); } else if (buffer[(int)EInputNames.THIRD_GUN]) { _gun.ChooseGun(2); } } }
public bool AddItem(EItemType itemType) { bool shouldDeleteItem = true; switch (itemType) { case EItemType.NONE: break; case EItemType.BLUE_CARD: AddCard(ECards.BLUE_CARD); break; case EItemType.ORANGE_CARD: AddCard(ECards.ORANGE_CARD); break; case EItemType.PURPLE_CARD: AddCard(ECards.PURPLE_CARD); break; case EItemType.PISTOL_AMMO_SMALL: shouldDeleteItem = AddPistolAmmo(pistolItemAmmo); break; case EItemType.SHOTGUN_AMMO_SMALL: shouldDeleteItem = AddShotgunAmmo(shotgunItemAmmo); break; case EItemType.ROCKET_LAUNCHER_SMALL: shouldDeleteItem = AddRocketLauncherAmmo(rocketLauncherItemAmmo); break; case EItemType.AMMO_KIT: shouldDeleteItem = AddKitAmmo(pistolAmmoKit, shotgunAmmoKit, rocketAmmoKit); break; case EItemType.MEDIC_KIT_SMALL: shouldDeleteItem = IncreaseHealth(medicKitSmall); break; case EItemType.MEDIC_KIT_MEDIUM: shouldDeleteItem = IncreaseHealth(medicKitMedium); break; case EItemType.MEDIC_KIT_LARGE: shouldDeleteItem = IncreaseHealth(medicKitLarge); break; case EItemType.SHOTGUN: numberGuns++; availableGuns [1] = true; _shotgunAmmo += shotgunInitalAmmo; _gun.ChooseGun(1); break; case EItemType.ROCKET_LAUNCHER: numberGuns++; availableGuns [2] = true; _rocketLauncherAmmo += rocketLauncherInitalAmmo; _gun.ChooseGun(2); break; } UpdateHUD(); return(shouldDeleteItem); }