// shooting enemy // enemy always shoots when it can public void Shoot() { if (fireRate > rangeWeap.FireRate) { //float volume = 0.1f; //float pitch = 0.0f; //float pan = 0.0f; //effect.Play(volume, pitch, pan); rangeWeap.Attack(); fireRate = 0; } else { fireRate++; } }
public void GetInput() { if (kstate.IsKeyDown(Keys.Escape)) { lvl.NeedsReset = true; Game1.currentScreen = Game1.GameStates.MainScreen; } // save keyboard state kstate = Keyboard.GetState(); // movement controls if (kstate.IsKeyDown(Keys.W)) { Y = Y - speed; } if (kstate.IsKeyDown(Keys.A)) { X = X - speed; } if (kstate.IsKeyDown(Keys.S)) { Y = Y + speed; } if (kstate.IsKeyDown(Keys.D)) { X = X + speed; } //Direction // code to figure out where player is aiming if (kstate.IsKeyDown(Keys.W)) { if (kstate.IsKeyDown(Keys.A)) { motion = Direction.Up_Left; } else if (kstate.IsKeyDown(Keys.D)) { motion = Direction.Up_Right; } else { motion = Direction.Up; } } if (kstate.IsKeyDown(Keys.S)) { if (kstate.IsKeyDown(Keys.A)) { motion = Direction.Down_Left; } else if (kstate.IsKeyDown(Keys.D)) { motion = Direction.Down_Right; } else { motion = Direction.Down; } } if (kstate.IsKeyDown(Keys.A) && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.D) == false) { motion = Direction.Left; } if (kstate.IsKeyDown(Keys.D) && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.A) == false) { motion = Direction.Right; } // if no keys are down shoots straight up //if (kstate.IsKeyDown(Keys.A) == false && kstate.IsKeyDown(Keys.W) == false && kstate.IsKeyDown(Keys.S) == false && kstate.IsKeyDown(Keys.D) == false) { motion = Direction.Up; } if (CanShoot() && kstate.IsKeyDown(Keys.Space)) { //float volume = 0.4f; //float pitch = 0.0f; //float pan = 0.0f; //effect.Play(volume, pitch, pan); rangeWeap.Attack(); } // TEST USE ITEM FROM BAG // B to use first item in Bag if (kstate.IsKeyDown(Keys.B) && oldstate.IsKeyDown(Keys.B) != true) { this.TestItem(); } }