//Main Update Method for GamePad public void MissleManagerUpdateFriendlyGamepad(GamePadState currentPadState, GamePadState previousPadState, PlayerShip playerShip, SpriteBatch spriteBatch) { //For the simple collision checking //this.z_EnemyShipList = enemyList; //Same Algorithm as before, but with a gamePad controller [Fire = right Trigger] if (currentPadState.Triggers.Right >= .5f && previousPadState.Triggers.Right == 0 && playerShip.getIsAlive()) { this.z_FriendlyMissles.Add(new PlayerMissle1(this.z_friendlyMissleSprite1, new Vector2(playerShip.getPosition().X + playerShip.getSprite().Width / 2 - this.z_friendlyMissleSprite1.Width / 2, playerShip.getPosition().Y), spriteBatch)); //Play a fire sound this.z_fireSound1.Play(.2f, 0, 0); } //If List is empty, nothing to update, exit this update function if (this.z_FriendlyMissles.Count <= 0) return; this.UpdateFriendlyList(); }
//Update and Draw Methods -------------------------------------------------------------- //Main Update Method for Keyboard public void MissleManagerUpdateFriendlyKeyboard(KeyboardState currentKeyState, KeyboardState previousKeyState, PlayerShip playerShip, SpriteBatch spriteBatch) { //For the simple collision checking //this.z_EnemyShipList = enemyList; //The Alogrithm: //Determine if the player shot a missle //If so then add it the List //If the list is not empty, update each missle //While checking each missle, make sure it hasn't left the screen or collided with something //If so, remove it from the list if (currentKeyState.IsKeyDown(Keys.Space) && previousKeyState.IsKeyUp(Keys.Space) && playerShip.getIsAlive()) { //Play a fire sound this.z_fireSound1.Play(.2f, 0, 0); //Create and add a new Missle Object this.z_FriendlyMissles.Add(new PlayerMissle1(this.z_friendlyMissleSprite1, new Vector2(playerShip.getPosition().X + playerShip.getSprite().Width / 2 - this.z_friendlyMissleSprite1.Width / 2, playerShip.getPosition().Y), spriteBatch)); } //If List is empty, nothing to update, exit this update function if (this.z_FriendlyMissles.Count <= 0) return; this.UpdateFriendlyList(); }