// UPDATE private void MovementManager() { float deltaY = movementSpeed * Game.DeltaTime; sprite.Translate(0, deltaY); point = new Vector2(sprite.Position.X + sprite.Width / 2, sprite.Position.Y + sprite.Height); if (sprite.Position.Y > GfxTools.Win.height - Game.Edge) { isFired = false; } }
// UPDATE private void MovementManager() { float deltaY = movementSpeed * Game.DeltaTime; sprite.Translate(0, -deltaY); point = new Vector2(sprite.Position.X + sprite.Width / 2, sprite.Position.Y); if (sprite.Position.Y < -16) { isFired = false; } }
public Barrier(Vector2 pos) { position = pos; spriteobj = new SpriteObj("Assets/barrier.png", position); spriteobj.Translate(-spriteobj.width / 2, -spriteobj.height); width = spriteobj.width; height = spriteobj.height; ray = width / 2; }
public void Update() { Position.X += velocity.X * GfxTools.Win.deltaTime; Position.Y += 50 + (velocity.Y * GfxTools.Win.deltaTime); sprite.Translate(Position.X, Position.Y); if (Position.Y + height / 2 < 0 || Position.Y - height / 2 >= GfxTools.Win.height) { IsAlive = false; } sprite.Position = Position; }
public void Update() { float deltaX = speed * GfxTools.Win.deltaTime; position.X += deltaX; float maxX = position.X + width / 2; float minX = position.X - width / 2; if (maxX > GfxTools.Win.width - distToSide) { float overflowX = maxX - (GfxTools.Win.width - distToSide); position.X -= overflowX; deltaX -= overflowX; } else if (minX < distToSide) { float overflowX = minX - distToSide; position.X -= overflowX; deltaX -= overflowX; } //rectangles update //baseRect.Translate(deltaX, 0); //cannonRect.Translate(deltaX, 0); spriteobj.Translate(deltaX, 0); for (int i = 0; i < bulletPlayer.Length; i++) { if (bulletPlayer[i].IsAlive) { bulletPlayer[i].Update(); if (Game.BarriersCollides(bulletPlayer[i].Position, bulletPlayer[i].GetWidth())) { bulletPlayer[i].IsAlive = false; } if (EnemyMgr.CollideWithBullet(bulletPlayer[i])) { bulletPlayer[i].IsAlive = false; } } } }
public Player(Vector2 pos, Color col) { position = pos; distToSide = 20; shootDelay = 0.3f; color = col; nrg = 10; score = 0; IsAlive = true; spriteobj = new SpriteObj("Assets/playerYellow.png", pos); spriteobj.Translate(-spriteobj.width / 2, -spriteobj.height); width = spriteobj.width; height = spriteobj.height; ray = width / 2; musicP = new SoundPlayer(); musicP.SoundLocation = "Assets/shoot.wav"; musicP.Load(); //baseRect = new Rect(position.X - width / 2, position.Y - height / 2, width, height / 2, color); //int cannWidth = width / 3; //cannonRect = new Rect(position.X - cannWidth / 2, position.Y - height, cannWidth, height / 2, color); bulletPlayer = new BulletPlayer[30]; Color bulletCol = new Color(200, 0, 0); for (int i = 0; i < bulletPlayer.Length; i++) { bulletPlayer[i] = new BulletPlayer(10, 20, bulletCol); } }
private void MovementManager() { float deltaX = movementSpeed; sprite.Position = new Vector2(sprite.Position.X + deltaX, sprite.Position.Y); float maxX = sprite.Position.X + sprite.Width; float minX = sprite.Position.X; if (maxX > GfxTools.Win.width - Game.Edge) { float overflowX = maxX - (GfxTools.Win.width - Game.Edge); sprite.Position = new Vector2(sprite.Position.X - overflowX, sprite.Position.Y); deltaX -= overflowX; } else if (minX < Game.Edge) { float overflowX = minX - Game.Edge; sprite.Position = new Vector2(sprite.Position.X - overflowX, sprite.Position.Y); deltaX -= overflowX; } sprite.Translate(deltaX, 0); }