public void playerControls() { if (Keyboard.GetState().IsKeyDown(Keys.Space)) { uiManager.calculatePower(); chargingShot = true; } if (Keyboard.GetState().IsKeyUp(Keys.Space) && chargingShot) { currentTank.shoot(power); chargingShot = false; shotFired = true; setPreviousShotLine(); } //Controller Check for shooting if (controller.IsButtonDown(Buttons.RightTrigger)) { uiManager.calculatePower(); chargingShot2 = true; } if (controller.IsButtonUp(Buttons.RightTrigger) && chargingShot2) { currentTank.shoot(power); chargingShot2 = false; shotFired = true; setPreviousShotLine(); } if (Keyboard.GetState().IsKeyDown(Keys.D1)) { currentTank.type = BulletType.BasicBullet; } if (Keyboard.GetState().IsKeyDown(Keys.D2)) { if (currentTank.inventory.getShotCount(BulletType.HeavyShot) > 0) { currentTank.type = BulletType.HeavyShot; } } if (Keyboard.GetState().IsKeyDown(Keys.D3)) { if (currentTank.inventory.getShotCount(BulletType.ScatterShot) > 0) { currentTank.type = BulletType.ScatterShot; } } if (Keyboard.GetState().IsKeyDown(Keys.D4)) { currentTank.type = BulletType.TeleportShot; } if (Keyboard.GetState().IsKeyDown(Keys.D5)) { currentTank.type = BulletType.MissileDrop; } //Swapping Weapons if (controller.IsButtonDown(Buttons.RightShoulder) & !rightSwap) { currentTank.type = currentTank.nextWeapon(); rightSwap = true; } if (controller.IsButtonUp(Buttons.RightShoulder)) { rightSwap = false; } if (controller.IsButtonDown(Buttons.LeftShoulder) & !leftSwap) { currentTank.type = currentTank.previousWeapon(); leftSwap = true; } if (controller.IsButtonUp(Buttons.LeftShoulder)) { leftSwap = false; } //Gives UIManager the Bullet Type for display uiManager.takeBulletType(currentTank.type, currentTank.inventory.getShotCount(currentTank.type)); }